Innovative Approaches: Harnessing Virtual Reality for Assessment and Rehabilitation in Stroke and Aging-Related Disorders

A special issue of Bioengineering (ISSN 2306-5354). This special issue belongs to the section "Biosignal Processing".

Deadline for manuscript submissions: 31 March 2026 | Viewed by 3666

Special Issue Editors


E-Mail Website
Guest Editor
1. Neuro Musculo Skeletal Lab (NMSK), Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Université catholique de Louvain, B-1200 Brussels, Belgium
2. Center for Interdisciplinary Research in Rehabilitation and Social Integration (Cirris), Centre Intégré Universitaire de Santé et de Services Sociaux de la Capitale Nationale (CIUSSS-CN), Quebec, QC G1M 2S8, Canada
Interests: virtual reality; stroke; aging; kinematics; older adults

E-Mail Website
Guest Editor
Center for Interdisciplinary Research in Rehabilitation and Social Integration (Cirris), Centre Intégré Universitaire de Santé et de Services Sociaux de la Capitale Nationale (CIUSSS-CN), Quebec, QC G1M 2S8, Canada
Interests: rehabilitation; technologies for rehabilitation; virtual reality; older adults; stroke
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Virtual reality (VR) has emerged as a transformative tool in the field of rehabilitation, offering innovative approaches to enhance the assessment and treatment of patients with various neurological disorders. With the increasing prevalence of stroke and neurocognitive disorders among older adults, there is an urgent need for effective rehabilitation strategies that cater to the unique challenges faced by these populations. Recent advancements in VR technology, coupled with a deeper understanding of motor and cognitive functions, present significant opportunities for developing targeted interventions that can improve patient outcomes.

This Special Issue, titled “Innovative Approaches: Harnessing Virtual Reality for Assessment and Rehabilitation in Stroke and Aging-Related Disorders”, will focus on original research papers and comprehensive reviews that explore the application of VR in rehabilitative settings. We invite contributions that investigate the use of VR-based interventions in measuring and rehabilitating motor and cognitive functions in individuals affected by stroke, major neurocognitive disorders, and other neurological conditions, particularly among older adults.

Topics of interest for this Special Issue include, but are not limited to, the following:

  • Effectiveness of VR technologies for rehabilitation of motor disorders in stroke and older adults;
  • Effectiveness of VR technologies for rehabilitation of cognitive disorders in stroke and older adults;
  • Assessment methodologies using VR for measuring motor functions in various neurological disorders;
  • Assessment methodologies using VR for measuring cognitive functions in various neurological disorders;
  • User experience and factors influencing the success of VR-based rehabilitation programs in neurorehabilitation;
  • Integration of VR with other therapeutic modalities for comprehensive rehabilitation approaches;
  • Exploration of mixed and augmented reality applications in rehabilitation settings for improved patient interaction and engagement;
  • Comparative analysis of immersive versus non-immersive VR experiences and their impact on rehabilitation outcomes;
  • Kinematic assessments involving controllers, hand-tracking, and other motion capture technologies in VR neurorehabilitation;
  • Evaluation of motor performance and cognitive load during VR-based rehabilitation tasks using kinematic analysis.

We aim to foster a deeper understanding of how VR can be utilized to optimize rehabilitation strategies and contribute to personalized care pathways for patients with neurological disorders. We look forward to receiving your contributions to advance the knowledge and application of virtual reality in the field of rehabilitation

Dr. Gauthier Everard
Dr. Charles Sebiyo Batcho
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Bioengineering is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2700 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • virtual reality
  • assessment
  • rehabilitation
  • stroke
  • neurorehabilitation
  • older adults
  • kinematics
  • cognition

Benefits of Publishing in a Special Issue

  • Ease of navigation: Grouping papers by topic helps scholars navigate broad scope journals more efficiently.
  • Greater discoverability: Special Issues support the reach and impact of scientific research. Articles in Special Issues are more discoverable and cited more frequently.
  • Expansion of research network: Special Issues facilitate connections among authors, fostering scientific collaborations.
  • External promotion: Articles in Special Issues are often promoted through the journal's social media, increasing their visibility.
  • Reprint: MDPI Books provides the opportunity to republish successful Special Issues in book format, both online and in print.

Further information on MDPI's Special Issue policies can be found here.

Published Papers (4 papers)

Order results
Result details
Select all
Export citation of selected articles as:

Research

22 pages, 3254 KB  
Article
An Innovative Interactive Narrative Persona (INP) Approach for Virtual Reality-Based Dementia Tour Design (VDT) in Rehabilitation Contexts
by Yuk Ming Tang, Suet Yi Tse, Hoi Sze Chan, Ho Tung Yip, Hei Tung Cheung and Mohammed Woyeso Geda
Bioengineering 2025, 12(9), 987; https://doi.org/10.3390/bioengineering12090987 - 17 Sep 2025
Viewed by 357
Abstract
The rising prevalence of dementia has raised significant public concern globally. However, the level of understanding and assistance concerning people with dementia remains limited. This study investigates the impact of virtual reality (VR) on enhancing public awareness and empathy toward dementia. We developed [...] Read more.
The rising prevalence of dementia has raised significant public concern globally. However, the level of understanding and assistance concerning people with dementia remains limited. This study investigates the impact of virtual reality (VR) on enhancing public awareness and empathy toward dementia. We developed a Virtual Dementia Tour (VDT) designed to simulate the cognitive and sensory impairments associated with dementia while incorporating interactive decision-making elements. A total of 80 adults aged 18 years or older, residing in Hong Kong and with no personal or close family history of dementia or caregiving experience, were recruited for the study. Quantitative data were analyzed using paired and independent samples t-tests to assess the changes in the Dementia Attitudes Scale (DAS) scores before and after the intervention. The results indicate that the baseline awareness and understanding of dementia were low in both groups. However, participants who experienced the VDT showed significantly greater improvements in knowledge and empathy compared to the control group. The findings suggest that VR interventions can effectively promote dementia awareness, reduce stigma, and contribute to the development of dementia-friendly societies. This study contributes to the growing body of evidence supporting the use of VR as an innovative tool for advancing social awareness and empathy in public health education. Full article
Show Figures

Graphical abstract

10 pages, 652 KB  
Article
Preliminary Effects of Extended Reality-Based Rehabilitation on Gross Motor Function, Balance, and Psychosocial Health in Children with Cerebral Palsy
by Onebin Lim, Yunhwan Kim and Chanhee Park
Bioengineering 2025, 12(7), 779; https://doi.org/10.3390/bioengineering12070779 - 18 Jul 2025
Viewed by 810
Abstract
Extended reality (XR)-based rehabilitation is an emerging therapeutic approach that combines real and virtual environments to enhance patient engagement and promote motor and cognitive recovery. Its clinical utility in children with cerebral palsy (CP), particularly regarding gross motor skills, balance, and psychosocial well-being, [...] Read more.
Extended reality (XR)-based rehabilitation is an emerging therapeutic approach that combines real and virtual environments to enhance patient engagement and promote motor and cognitive recovery. Its clinical utility in children with cerebral palsy (CP), particularly regarding gross motor skills, balance, and psychosocial well-being, remains underexplored. This preliminary study aimed to evaluate the potential effects of XR-based rehabilitation on gross motor function, balance, parental stress, and quality of life in children with cerebral palsy. Thirty children with cerebral palsy were randomly assigned to an extended reality training group (XRT, n = 15) or a conventional physical therapy group (CPT, n = 15). Both groups received 30 min sessions, three times per week for 6 weeks. Outcome measures included the Gross Motor Function Measure-88 (GMFM-88), Pediatric Balance Scale (PBS), Functional Independence Measure (FIM), Parenting Stress Index (PSI), and Pediatric Quality of Life Inventory (PedsQL), assessed pre- and post-intervention. A 2 (group) × 2 (time) mixed ANOVA was conducted. The XR group demonstrated improvements in GMFM-88, PBS, and FIM scores, with decreased PSI and increased PedsQL scores. Although most interaction effects were not statistically significant (GMFM-88: η2 = 0.035, p = 0.329; PBS: η2 = 0.043, p = 0.274), a marginal interaction effect was observed for PSI (p = 0.065, η2 = 0.059), suggesting a potential benefit of XR-based rehabilitation in reducing parental stress. This preliminary study indicates that XR-based rehabilitation may provide beneficial trends in motor function and psychosocial health in children with CP, particularly in reducing parental stress. Further studies with larger sample sizes are needed to confirm these findings. Full article
Show Figures

Figure 1

17 pages, 1032 KB  
Article
Development and Validation of a Virtual Version of the Box and Block Test to Assess Manual Dexterity at Home for Adults with Stroke and Children with Cerebral Palsy
by Zélie Rosselli, Merlin Somville, Edouard Ducoffre, Carlyne Arnould, Geoffroy Saussez and Yannick Bleyenheuft
Bioengineering 2025, 12(6), 662; https://doi.org/10.3390/bioengineering12060662 - 16 Jun 2025
Viewed by 926
Abstract
The REAtouch® Lite device was recently developed to support motor skill learning-based interventions, integrating both games/activities and assessment tools to enable home-based telerehabilitation. Given the importance of hand functions in rehabilitation of patients with brain lesions, this study aimed to validate a [...] Read more.
The REAtouch® Lite device was recently developed to support motor skill learning-based interventions, integrating both games/activities and assessment tools to enable home-based telerehabilitation. Given the importance of hand functions in rehabilitation of patients with brain lesions, this study aimed to validate a virtual version of the Box and Block Test (vBBT) implemented in the REAtouch® device. A total of 205 healthy participants, 37 post-stroke adults, and 37 children with cerebral palsy (CP) performed the standard BBT, various versions of the newly designed vBBT (with/without a separation wall; with 6, 4, and free zones) and the Tower of London test assessing executive function/planning abilities. Friedman’s ANOVA revealed significant differences between the BBT and all versions of the vBBT scores in healthy participants (all p < 0.001). However, the vBBT-4 zones showed the largest intraclass correlation coefficient (ICC) with the BBT in healthy participants (0.58) and even higher correlations in participants with CP and stroke (>0.8). Only the vBBT-6 zones version showed a significant correlation with patients’ planning abilities (p < 0.01; r = −0.28). These findings highlight the vBBT-4 zones as the most relevant version to assess hand dexterity directly with the REAtouch® device, potentially within telerehabilitation modalities. Further normative data must be established. Full article
Show Figures

Figure 1

23 pages, 1691 KB  
Communication
AdaptRehab VR: Development of an Immersive Virtual Reality System for Upper Limb Stroke Rehabilitation Designed for Low- and Middle-Income Countries Using a Participatory Co-Creation Approach
by Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba and Bruno Bonnechère
Bioengineering 2025, 12(6), 581; https://doi.org/10.3390/bioengineering12060581 - 28 May 2025
Cited by 1 | Viewed by 1133
Abstract
Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, [...] Read more.
Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, severely limiting their daily activities and significantly diminishing their overall quality of life. Rehabilitation plays a critical role in restoring function and independence, but it faces challenges such as low engagement, limited customization, difficulty tracking progress, and accessibility barriers, particularly in LMICs. Immersive virtual reality (imVR) has shown promise in addressing these challenges, but most commercial imVR systems lack therapeutic design and cultural adaptation. This study aimed to develop culturally adaptable imVR games for upper limb stroke rehabilitation (ULSR) in the context of LMICs, with a particular focus on Ethiopia. The AdaptRehab VR system was developed including six imVR games (Basket Bloom, Strike Zone, TapQuest, FruitFall Frenzy, Precision Pitch, and Bean Picker Pro) through co-creation approaches involving Ethiopian and Belgian physiotherapists, stakeholders, and patients, incorporating game development mechanics in rehabilitation, such as therapeutic aims, cultural factors, feedback, automatic progression recording, task variety, and personalized rehabilitation. It was designed with the Unity 3D engine and Oculus Quest headsets, supporting controllers and hand tracking. This culturally tailored imVR platform has demonstrated significant potential to enhance ULSR accessibility, patient motivation, and outcomes in resource-constrained settings, addressing critical gaps in stroke rehabilitation solutions. In conclusion, the AdaptRehab VR system was successfully developed as a culturally contextualized imVR platform tailored to tackle ULSR challenges in LMICs, with a specific focus on Ethiopia. Full article
Show Figures

Figure 1

Back to TopTop