Answers are grounded in this paper and cite their sources.
The purpose of this paper is to present an overview of the adaptations that have been done to VividGroup's Gesture Xtreme projected VR scenarios in order to facilitate their use in neurological rehabilitation. First, the scenarios and the adaptation (control of the type, speed, location and direction of all stimuli) are briefly described. The advantages and limitations of the adapted VR system as a rehabilitation tool are presented. Next, initial results and two examples of case studies, one a patient following stroke and one who requires balance training as a result of complete spinal cord injury, are used to illustrate applications of this VR system to rehabilitation.
No takes yet. Share an insight, caveat, or question.
Kizony et al. (2003) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: