Virtual, Augmented and Mixed Reality for Physiotherapy Interventions

A special issue of Bioengineering (ISSN 2306-5354). This special issue belongs to the section "Biomedical Engineering and Biomaterials".

Deadline for manuscript submissions: closed (30 November 2024) | Viewed by 2685

Special Issue Editors


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Guest Editor
Department of Health Sciences, University of Jaen, Paraje Las Lagunillas s/n, 23071 Jaen, Spain
Interests: physiotherapy; virtual reality; augmented reality; mixed reality; neurorehabilitation; musculoskeletal disorders; pain; cardiorespiratory rehabilitation; traumatic injuries; cancer; physiotherapy learning and teaching

E-Mail Website
Guest Editor
Department of Health Sciences, University of Jaén, Jaén, Spain
Interests: physiotherapy; virtual reality; augmented reality; mixed reality; neurorehabilitation; musculoskeletal disorders; postural balance; vestibular system; pain; cardiorespiratory rehabilitation; traumatic injuries; cancer; physiotherapy learning and teaching

Special Issue Information

Dear Colleagues,

It is our pleasure to introduce a Special Issue of Bioengineering dedicated to the use of virtual, augmented and mixed reality devices, applications and software in physiotherapy.

In recent times, the use of virtual reality devices, applications and games (commercial video games and/or serious games) has increased in the physiotherapy treatment of pathologies of various origins (neurological, musculoskeletal, chronic pain, balance disorders, cancer or cardio-respiratory rehabilitation). More and more physiotherapists are using virtual reality as a complementary therapeutic tool in their clinical and research practice.

Regarding the first virtual and augmented reality devices, there has currently been a notable evolution, since they are increasingly cheaper and require less space for use. Furthermore, these devices are not only used as therapeutics, but can be tools to implement new diagnostic tools, and in the training of future Health Sciences professionals (for example, being used to teach anatomy or to learn therapeutic procedures, such as instrumental procedures or musculoskeletal mobilizations among others).

Virtual reality devices and applications allow the recreation of virtual environments that simulate real life, and in which the user feels immersed (presence) and can interact with virtual elements (immersion). Depending on the level of presence and immersion, virtual reality devices and applications can be immersive, semi-immersive or non-immersive. Augmented reality superimposes virtual elements onto the real world, allowing individuals to interact with real and virtual elements simultaneously. One of the main advantages of these systems is that they allow therapies to be personalized, depending on the patient's condition, in addition to being able to train functional skills through playful games that increase the patient's motivation and adherence to the Physiotherapy treatment. Additionally, these systems can be used remotely from the physical therapy center and guided by a physical therapist (telerehabilitation). Therapists prescribe web-based exercise routines that patients perform from the comfort of their homes.

The aim of this Special Issue is to provide an overview of evidence from clinical and basic research perspectives about the use of virtual reality applications in Physiotherapy. A non-exhaustive list of potential papers may include studies on clinical populations, or teaching approaches for healthcare students. In this Special Issue, we will consider research articles, communications, opinion/perspective articles, and review articles (narrative review, systematic review, and meta-analysis).

Dr. Esteban Obrero-Gaitán
Dr. Irene Cortés Pérez
Guest Editors

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Keywords

  • virtual reality
  • augmented reality
  • mixed reality
  • video games
  • serious games
  • physiotherapy
  • neurorehabilitation
  • musculoskeletal disorders
  • pain
  • disability
  • postural balance disorders
  • vestibular disorders
  • cardiorespiratory rehabilitation
  • cancer
  • physiotherapy teaching and learning

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Published Papers (2 papers)

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14 pages, 200 KiB  
Article
Usage of Virtual Reality Technology in Physiotherapy in Germany: Results from a Survey
by Alexander Elser, Maybritt Ohse, Camilla Frankenstein, Madlin Leeuw, Sophie Schiebler, Sandra Schmieder, Syl Slatman and Axel Georg Meender Schäfer
Bioengineering 2025, 12(2), 106; https://doi.org/10.3390/bioengineering12020106 - 23 Jan 2025
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Abstract
With an aging population and an increasing prevalence of non-communicable diseases, Germany’s healthcare system is facing significant challenges that require innovative solutions such as digitalization. Among digital technologies, virtual reality (VR) has shown promise in various healthcare settings; however, its use in physiotherapy [...] Read more.
With an aging population and an increasing prevalence of non-communicable diseases, Germany’s healthcare system is facing significant challenges that require innovative solutions such as digitalization. Among digital technologies, virtual reality (VR) has shown promise in various healthcare settings; however, its use in physiotherapy practice is unknown. This study aimed to assess the frequency and use of therapeutic VR among physiotherapists in Germany and to identify barriers to its adoption. A cross-sectional survey of 296 physiotherapists was conducted, with responses indicating that only 2.7% had used therapeutic VR in the past year. Most physiotherapists were unfamiliar with VR therapy, suggesting that lack of awareness is the primary barrier. Despite limited current use, a significant proportion of physiotherapists were open to integrating VR technologies in the future. Our findings highlight the need for increased information about therapeutic VR within the physiotherapy community and suggest potential growth as awareness and institutional support increases. Future strategies should focus on promoting the benefits of VR and integrating it into reimbursement frameworks to facilitate wider adoption in patient care. Full article
(This article belongs to the Special Issue Virtual, Augmented and Mixed Reality for Physiotherapy Interventions)
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18 pages, 2580 KiB  
Systematic Review
Virtual Reality-Based Therapy Can Enhance Balance and Muscular Endurance in Children and Adolescents with Down Syndrome: A Systematic Review with a Meta-Analysis
by Marina Piñar-Lara, Irene Cortés-Pérez, Ángeles Díaz-Fernández, María de Alharilla Montilla-Ibáñez, Ana Sedeño-Vidal and Esteban Obrero-Gaitán
Bioengineering 2024, 11(11), 1112; https://doi.org/10.3390/bioengineering11111112 - 4 Nov 2024
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Abstract
Physical exercises are crucial for enhancing postural balance and muscle strength in children and adolescents with Down syndrome (DS). Virtual reality-based therapy (VRBT), which utilizes exergames, can favor performing physical activity. The aim of this review was to assess the effectiveness of VRBT [...] Read more.
Physical exercises are crucial for enhancing postural balance and muscle strength in children and adolescents with Down syndrome (DS). Virtual reality-based therapy (VRBT), which utilizes exergames, can favor performing physical activity. The aim of this review was to assess the effectiveness of VRBT in improving balance and muscular endurance in children and adolescents with DS. Since inception up to August 2024, we screened in PubMed Medline, SCOPUS, WOS, CINAHL, and PEDro studies that assessed the effectiveness of VRBT, compared to conventional therapy (CT) or usual care (UC), in improving balance and muscular endurance in DS. Methodological quality was assessed using the PEDro scale. Effect size in meta-analyses was calculated with the Cohen’s standardized mean difference (SMD) and its 95% confidence interval (95% CI). Nine studies providing data from 424 participants with good methodological quality (PEDro: 6.3 ± 1.2 points) were included. Our meta-analysis showed that VRBT is more effective than controls in increasing function (SMD = 1.22; 95% CI 0.64 to 1.81; p < 0.001), dynamic balance (SMD = −2.2; 95% CI −3.1 to −1.25; p < 0.001), and muscular endurance (SMD = 1.37; 95% CI 0.58 to 2.2; p < 0.001). This is the first meta-analysis to exclusively focus on children and adolescents with DS, demonstrating the effectiveness of VRBT in enhancing balance and muscular endurance. Full article
(This article belongs to the Special Issue Virtual, Augmented and Mixed Reality for Physiotherapy Interventions)
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