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Search Results (536)

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Keywords = virtual reality in rehabilitation

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27 pages, 1483 KiB  
Systematic Review
Effectiveness of Virtual Reality-Based Training Versus Conventional Exercise Programs on Fall-Related Functional Outcomes in Older Adults with Various Health Conditions: A Systematic Review
by Krzysztof Kasicki, Ewa Klimek Piskorz, Łukasz Rydzik, Tadeusz Ambroży, Piotr Ceranowicz, Maria Belcarz Ciuraj, Paweł Król and Wiesław Błach
J. Clin. Med. 2025, 14(15), 5550; https://doi.org/10.3390/jcm14155550 - 6 Aug 2025
Abstract
Background/Objectives: The aim of this systematic review was to compare the effectiveness of virtual reality (VR)-based training with conventional exercise programs in improving functional outcomes related to fall risk among older adults with various health conditions. Methods: The review was conducted in accordance [...] Read more.
Background/Objectives: The aim of this systematic review was to compare the effectiveness of virtual reality (VR)-based training with conventional exercise programs in improving functional outcomes related to fall risk among older adults with various health conditions. Methods: The review was conducted in accordance with the PRISMA 2020 guidelines and registered in PROSPERO (registration number CRD42022345678). The databases Scopus, PubMed, Web of Science, and EBSCO were searched up to 31 March 2025. Randomized controlled trials (RCTs) were included if they involved participants aged ≥60 years, a VR intervention lasting ≥6 weeks, and a control group performing traditional exercises or receiving usual care. Methodological quality was assessed using the PEDro scale, and a narrative synthesis was performed across four outcome domains: balance, mobility, cognitive function, and fall risk. Results: Seven RCTs were included in the analysis (totaling 664 participants). VR training was found to be at least as effective as conventional exercise in improving balance (e.g., Berg Balance Scale) and mobility (e.g., Timed Up and Go), with some studies showing superior effects of VR. One RCT demonstrated that combining VR with balance exercises (MIX) yielded the greatest improvements in muscle strength and physical performance. Additionally, two studies reported cognitive benefits (e.g., MoCA) and a 42% reduction in fall incidence within six months following VR intervention. The methodological quality of the included studies was moderate to high (PEDro score 5–9/10). Conclusions: VR-based training represents a safe and engaging supplement to geriatric rehabilitation, effectively improving balance, mobility, and, in selected cases, cognitive function, while also reducing fall risk. Full article
(This article belongs to the Section Geriatric Medicine)
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15 pages, 1726 KiB  
Systematic Review
Application of Augmented Reality in Reverse Total Shoulder Arthroplasty: A Systematic Review
by Jan Orlewski, Bettina Hochreiter, Karl Wieser and Philipp Kriechling
J. Clin. Med. 2025, 14(15), 5533; https://doi.org/10.3390/jcm14155533 - 6 Aug 2025
Abstract
Background: Reverse total shoulder arthroplasty (RTSA) is increasingly used for managing cuff tear arthropathy, osteoarthritis, complex fractures, and revision procedures. As the demand for surgical precision and reproducibility grows, immersive technologies such as virtual reality (VR), augmented reality (AR), and metaverse-based platforms are [...] Read more.
Background: Reverse total shoulder arthroplasty (RTSA) is increasingly used for managing cuff tear arthropathy, osteoarthritis, complex fractures, and revision procedures. As the demand for surgical precision and reproducibility grows, immersive technologies such as virtual reality (VR), augmented reality (AR), and metaverse-based platforms are being explored for surgical training, intraoperative guidance, and rehabilitation. While early data suggest potential benefits, a focused synthesis specific to RTSA is lacking. Methods: This systematic review was conducted in accordance with PRISMA 2020 guidelines. A comprehensive search of PubMed, Scopus, and Cochrane Library databases was performed through 30 May 2025. Eligible studies included those evaluating immersive technologies in the context of RTSA for skill acquisition or intraoperative guidance. Only peer-reviewed articles published in English were included. Data were synthesized narratively due to heterogeneity in study design and outcome metrics. Results: Out of 628 records screened, 21 studies met the inclusion criteria. Five studies evaluated immersive VR for surgical training: four randomized controlled trials and one retrospective case series. VR training improved procedural efficiency and showed non-inferiority to cadaveric training. Sixteen studies investigated intraoperative navigation or AR guidance. Clinical and cadaveric studies consistently reported improved accuracy in glenoid baseplate positioning with reduced angular and linear deviations in postoperative controls as compared to preoperative planning. Conclusions: Immersive technologies show promise in enhancing training, intraoperative accuracy, and procedural consistency in RTSA. VR and AR platforms may support standardized surgical education and precision-based practice, but their broad clinical impact remains limited by small sample sizes, heterogeneous methodologies, and limited long-term outcomes. Further multicenter trials with standardized endpoints and cost-effectiveness analyses are warranted. Postoperative rehabilitation using immersive technologies in RTSA remains underexplored and presents an opportunity for future research. Full article
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13 pages, 1775 KiB  
Review
Integrating Physical Activity and Artificial Intelligence in Burn Rehabilitation: Muscle Recovery and Body Image Restoration
by Vasiliki J. Malliou, George Pafis, Christos Katsikas and Spyridon Plakias
Appl. Sci. 2025, 15(15), 8323; https://doi.org/10.3390/app15158323 - 26 Jul 2025
Viewed by 272
Abstract
Burn injuries result in complex physiological and psychological sequelae, including hypermetabolism, muscle wasting, mobility impairment, scarring, and disrupted body image. While advances in acute care have improved survival, comprehensive rehabilitation strategies are critical for restoring function, appearance, and psychosocial well-being. Structured physical activity, [...] Read more.
Burn injuries result in complex physiological and psychological sequelae, including hypermetabolism, muscle wasting, mobility impairment, scarring, and disrupted body image. While advances in acute care have improved survival, comprehensive rehabilitation strategies are critical for restoring function, appearance, and psychosocial well-being. Structured physical activity, including resistance and aerobic training, plays a central role in counteracting muscle atrophy, improving cardiovascular function, enhancing scar quality, and promoting psychological resilience and body image restoration. This narrative review synthesizes the current evidence on the effects of exercise-based interventions on post-burn recovery, highlighting their therapeutic mechanisms, clinical applications, and implementation challenges. In addition to physical training, emerging technologies such as virtual reality, aquatic therapy, and compression garments offer promising adjunctive benefits. Notably, artificial intelligence (AI) is gaining traction in burn rehabilitation through its integration into wearable biosensors and telehealth platforms that enable real-time monitoring, individualized feedback, and predictive modeling of recovery outcomes. These AI-driven tools have the potential to personalize exercise regimens, support remote care, and enhance scar assessment and wound tracking. Overall, the integration of exercise-based interventions with digital technologies represents a promising, multimodal approach to burn recovery. Future research should focus on optimizing exercise prescriptions, improving access to personalized rehabilitation tools, and advancing AI-enabled systems to support long-term recovery, functional independence, and positive self-perception among burn survivors. Full article
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30 pages, 3348 KiB  
Review
Augmented Reality and Virtual Reality in Exergaming
by Georgios Lampropoulos, Theofylaktos Anastasiadis and Juan Garzón
Future Internet 2025, 17(8), 332; https://doi.org/10.3390/fi17080332 - 25 Jul 2025
Viewed by 394
Abstract
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies [...] Read more.
This study presents a systematic review regarding the use of augmented reality and virtual reality in exergaming by analyzing studies published during 2010–2025. This study focuses on providing an overview of the field and on examining and synthesizing the findings of related studies to identify the contexts, applications, and domains in which extended reality exergames are being used and the related implications, benefits, and challenges. Based on the results, augmented reality and virtual reality exergames offer immersive, enjoyable, engaging, and personalized experiences that support physical, cognitive, and emotional well-being, while enhancing physical performance, cognitive functioning, psychological outcomes, and mental health. They promote motivation, active lifestyles, and sustainable health behaviors across diverse populations, including older adults, individuals with disabilities, and neurological groups, as well as the general adult and youth populations. Although emphasis is placed on their use in physical and cognitive rehabilitation and treatment, they also show great potential to be effectively used in different domains, including education. Among the technologies examined, the significant majority of studies focused on virtual reality exergames, a limited number of studies involved augmented reality, and only a few studies examined mixed reality, extended reality, and the metaverse. Finally, nine main topics were identified through topic modeling, providing a clear representation of the core themes within the literature. Full article
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24 pages, 4249 KiB  
Article
Developing a Serious Video Game to Engage the Upper Limb Post-Stroke Rehabilitation
by Jaime A. Silva, Manuel F. Silva, Hélder P. Oliveira and Cláudia D. Rocha
Appl. Sci. 2025, 15(15), 8240; https://doi.org/10.3390/app15158240 - 24 Jul 2025
Viewed by 294
Abstract
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low [...] Read more.
Stroke often leads to severe motor impairment, especially in the upper limbs, greatly reducing a patient’s ability to perform daily tasks. Effective rehabilitation is essential to restore function and improve quality of life. Traditional therapies, while useful, may lack engagement, leading to low motivation and poor adherence. Gamification—using game-like elements in non-game contexts—offers a promising way to make rehabilitation more engaging. The authors explore a gamified rehabilitation system designed in Unity 3D using a Kinect V2 camera. The game includes key features such as adjustable difficulty, real-time and predominantly positive feedback, user friendliness, and data tracking for progress. The evaluations were conducted with 18 healthy participants, most of whom had prior virtual reality experience. About 77% found the application highly motivating. While the gameplay was well received, the visual design was noted as lacking engagement. Importantly, all users agreed that the game offers a broad range of difficulty levels, making it accessible to various users. The results suggest that the system has strong potential to improve rehabilitation outcomes and encourage long-term use through enhanced motivation and interactivity. Full article
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10 pages, 652 KiB  
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 380
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
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14 pages, 1117 KiB  
Article
Factors Influencing Virtual Art Therapy in Patients with Stroke
by Marco Iosa, Roberto De Giorgi, Federico Gentili, Alberto Ciotti, Cristiano Rubeca, Silvia Casolani, Claudia Salera and Gaetano Tieri
Brain Sci. 2025, 15(7), 736; https://doi.org/10.3390/brainsci15070736 - 9 Jul 2025
Viewed by 393
Abstract
Background: Art therapy was recently administered to stroke patients using immersive virtual reality technology, chosen to provide the illusion of being able to replicate an artistic masterpiece. This approach was effective in improving rehabilitative outcomes due to the so-called Michelangelo effect: patients’ [...] Read more.
Background: Art therapy was recently administered to stroke patients using immersive virtual reality technology, chosen to provide the illusion of being able to replicate an artistic masterpiece. This approach was effective in improving rehabilitative outcomes due to the so-called Michelangelo effect: patients’ interaction with artistic stimuli reduced perceived fatigue and improved performance. The aim of the present study was to investigate which factors may influence those outcomes (e.g., type of artwork, esthetic valence, perceived fatigue, clinical conditions). Methods: An observational study was conducted on 25 patients with stroke who performed the protocol of virtual art therapy (VAT). In each trial, patients were asked to rate the esthetic valence of the artworks and their perceived fatigue, whereas therapists assessed patients’ participation in the therapy (Pittsburgh Rehabilitation Participation Scale, PRPS). Moreover, before and after treatment, patients’ independence in daily living activities (Barthel Index, BI), and their upper limb functioning (Manual Muscle Test, MMT) and spasticity (Ashworth Scale, AS) were measured. Results: The after-treatment BI scores depended on the before-treatment BI score (p < 0.001) and on the PRPS score (p = 0.006), which, in turn, was increased by the subjective esthetic valence (p = 0.044). Perceived fatigue is a complex factor that may have influenced the outcomes (p = 0.049). Conclusions: There was a general effect of art in reducing fatigue and improving participation of patients during therapy. The variability observed among patients mainly depended on their clinical conditions, but also on the esthetic valence given to each artwork, that could also be intertwined with the difficulty of the task. Art therapy has a high potential to improve rehabilitation outcomes, especially if combined with new technologies, but psychometric investigation of the effects of each factor is needed to design the most effective protocols. Full article
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18 pages, 4559 KiB  
Article
Evaluating Auditory Localization Capabilities in Young Patients with Single-Side Deafness
by Alessandro Aruffo, Giovanni Nicoli, Marta Fantoni, Raffaella Marchi, Edoardo Carini and Eva Orzan
Audiol. Res. 2025, 15(4), 85; https://doi.org/10.3390/audiolres15040085 - 9 Jul 2025
Viewed by 250
Abstract
Background/Objectives: Unilateral hearing loss (UHL), particularly single-sided deafness (SSD), disrupts spatial hearing in children, leading to academic and social challenges. This study aimed to (1) compare azimuthal sound-localization accuracy and compensatory strategies between children with single-sided deafness (SSD) and their normal-hearing (NH) peers [...] Read more.
Background/Objectives: Unilateral hearing loss (UHL), particularly single-sided deafness (SSD), disrupts spatial hearing in children, leading to academic and social challenges. This study aimed to (1) compare azimuthal sound-localization accuracy and compensatory strategies between children with single-sided deafness (SSD) and their normal-hearing (NH) peers within a virtual reality environment, and (2) investigate sound-localization performance across various azimuths by contrasting left-SSD (L-SSD) and right-SSD (R-SSD) groups. Methods: A cohort of 44 participants (20 NH, 24 SSD) performed sound localization tasks in a 3D virtual environment. Unsigned azimuth error (UAE), unsigned elevation error (UEE), and head movement distance were analyzed across six azimuthal angles (−75° to 75°) at 0°elevation. Non-parametric statistics (Mann–Whitney U tests, Holm–Bonferroni correction) compared performance between NH and SSD groups and within SSD subgroups (L-SSD vs. R-SSD). Results: The SSD group exhibited significantly higher UAE (mean: 22.4° vs. 3.69°, p < 0.0001), UEE (mean: 5.95° vs. 3.77°, p < 0.0001) and head movement distance (mean: 0.35° vs. 0.12°, p < 0.0001) compared with NH peers, indicating persistent localization deficits and compensatory effort. Within the SSD group, elevation performance was superior to azimuthal accuracy (mean UEE: 3.77° vs. mean UAE: 22.4°). Participants with R-SSD exhibited greater azimuthal errors at rightward angles (45°and 75°) and at −15°, as well as increased elevation errors at 75°. Hemifield-specific advantages were strongest at extreme lateral angles (75°). Conclusions: Children with SSD rely on insufficient compensatory head movements to resolve monaural spatial ambiguity in order to localize sounds. Localization deficits and the effort associated with localization task call for action in addressing these issues in dynamic environments such as the classroom. L-SSD subjects outperformed R-SSD peers, highlighting hemispheric specialization in spatial hearing and the need to study its neural basis to develop targeted rehabilitation and classroom support. The hemifield advantages described in this study call for further data collection and research on the topic. Full article
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15 pages, 551 KiB  
Review
Virtual and Augmented Reality for Chronic Musculoskeletal Rehabilitation: A Systematic Review and Exploratory Meta-Analysis
by Theodora Plavoukou, Pantelis Staktopoulos, Georgios Papagiannis, Dimitrios Stasinopoulos and George Georgoudis
Bioengineering 2025, 12(7), 745; https://doi.org/10.3390/bioengineering12070745 - 8 Jul 2025
Viewed by 614
Abstract
Background: Chronic musculoskeletal disorders (CMDs) represent a leading cause of global disability and diminished quality of life, and they are often resistant to conventional physiotherapy. Emerging technologies such as virtual reality (VR), augmented reality (AR), and exergaming are increasingly used to enhance rehabilitation [...] Read more.
Background: Chronic musculoskeletal disorders (CMDs) represent a leading cause of global disability and diminished quality of life, and they are often resistant to conventional physiotherapy. Emerging technologies such as virtual reality (VR), augmented reality (AR), and exergaming are increasingly used to enhance rehabilitation outcomes, yet their comparative effectiveness remains unclear. Objective: To systematically evaluate the effectiveness of VR, AR, and exergaming interventions in improving pain, function, balance, and psychological outcomes among adults with CMDs. Methods: This systematic review and exploratory meta-analysis followed PRISMA 2020 guidelines and was prospectively registered (PROSPERO: CRD42024589007). A structured search was conducted in PubMed, Cochrane CENTRAL, Scopus, and PEDro (up to 1 May 2025). Eligible studies were randomized controlled trials (RCTs) involving adults (≥18 years) with CMDs receiving VR, AR, or exergaming-based rehabilitation. Risk of bias was assessed using the PEDro scale and the Downs and Black checklist. Where feasible, standardized mean differences (SMDs) for pain outcomes were pooled using a random-effects model. Results: Thirteen RCTs (n = 881 participants) met the inclusion criteria. Interventions spanned immersive VR, AR overlays, exergaming platforms (e.g., Kinect, Wii), and motion-tracking systems. Pain, function, and quality of life improved in most studies. An exploratory meta-analysis of eight RCTs (n = 610) yielded a significant pooled effect favoring VR/AR interventions for pain reduction (SMD = −1.14; 95% CI: −1.63 to −0.75; I2 = 0%). Exergaming showed consistent improvements in physical performance, while immersive VR was more effective for kinesiophobia and psychological outcomes. AR was underrepresented, with only one study. Risk of bias was generally low; however, publication bias could not be excluded due to limited funnel plot power (n < 10). Conclusions: VR, AR, and exergaming are effective adjuncts to conventional rehabilitation for CMDs, improving pain and function with high patient adherence. Nevertheless, gaps in long-term data, economic evaluation, and modality comparison persist. Future RCTs should address these limitations through standardized, inclusive, and longitudinal design. Full article
(This article belongs to the Special Issue Intelligent Systems for Human Action Recognition)
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15 pages, 1530 KiB  
Article
Effect of Virtual-Reality-Based Training, Including Preceding Trunk Stabilization Education, on Postural Control and Balance in Patients with Stroke: A Randomized Controlled Trial
by SeongMin Lee and JongEun Yim
Appl. Sci. 2025, 15(13), 7620; https://doi.org/10.3390/app15137620 - 7 Jul 2025
Viewed by 381
Abstract
This study investigated the effects of virtual reality (VR)-based training combined with preliminary trunk stabilization education on postural control and balance in stroke patients. A single-blind randomized controlled trial enrolled 30 participants, randomly divided into a trunk stabilization group (n = 15) [...] Read more.
This study investigated the effects of virtual reality (VR)-based training combined with preliminary trunk stabilization education on postural control and balance in stroke patients. A single-blind randomized controlled trial enrolled 30 participants, randomly divided into a trunk stabilization group (n = 15) and a control group (n = 15). The trunk stabilization group engaged in 10 min of trunk stabilization education followed by 20 min of VR-based training, three times weekly for three weeks. The control group participated only in VR-based training. Outcomes were assessed using the Korean Trunk Impairment Scale (K-TIS), Postural Assessment Scale for Stroke (PASS), Berg Balance Scale (BBS), limit of stability (LOS), and center of pressure (COP) measurements. Both groups significantly improved in all measured outcomes post-intervention (p < 0.05). Notably, the trunk stabilization group exhibited significantly superior improvements in the K-TIS, PASS, BBS, LOS, and COP path length compared to the control group (p < 0.05). These results highlight the enhanced effectiveness of integrating trunk stabilization education with VR-based training, suggesting that it not only yields statistically significant improvements but also provides clinically meaningful benefits for functional postural control and balance recovery in stroke rehabilitation. Full article
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14 pages, 1322 KiB  
Article
Applying a Virtual Art Therapy System Based on the Michelangelo Effect in Patients with Spinal Cord Injury
by Michela Franzò, Sara De Angelis, Marco Iosa, Gaetano Tieri, Giorgia Corsini, Giovanni Generoso Cellupica, Valentina Loi, Fabiano Bini, Franco Marinozzi, Giorgio Scivoletto and Federica Tamburella
Sensors 2025, 25(13), 4173; https://doi.org/10.3390/s25134173 - 4 Jul 2025
Viewed by 340
Abstract
Background: Serious videogames have already demonstrated their positive impact on rehabilitation and of particular interest is the virtual reality (VR) technology. This immersive technology has been used in this study to create a neuroaesthetic experience based on the Michelangelo effect for the rehabilitation [...] Read more.
Background: Serious videogames have already demonstrated their positive impact on rehabilitation and of particular interest is the virtual reality (VR) technology. This immersive technology has been used in this study to create a neuroaesthetic experience based on the Michelangelo effect for the rehabilitation of patients with spinal cord injury. The aim of this study was to test the usability of a system for virtual art therapy and its capacity to assess patients’ deficits performances. Methods: A VR headset was worn by the participants who experienced a painting simulation of famous artworks (artistic stimuli) against a coloring canvas (non-artistic stimuli). The trajectories of the hand were studied to obtain different kinematic and spectral parameters to evaluate the user performances. A total of 13 healthy subjects and 13 patients with spinal cord injury participated in this study. Results: Significative differences were obtained for most of the parameters between the two groups, except for the normalized jerk and energy of the spectrum. Analysis in the frequency domain showed that both groups preferred horizontal movements for painting the canvas. The NASA and USEQ scores reported a comfortable and user-friendly system according to the patients’ point of view. Conclusions: The system can be a usable tool, the rehabilitative efficacy of which should be tested in patients with spinal cord injury. The kinematic and spectral parameters would allow for the evaluation of the performances alongside the clinical scales, distinguish pathological and physiological performances. Full article
(This article belongs to the Special Issue Sensors in 2025)
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17 pages, 3833 KiB  
Article
Exercises Based on a Non-Immersive Virtual Reality Application for Upper Limb Rehabilitation
by Cosmin-Ilie Cotia and Silviu Dan Mandru
Bioengineering 2025, 12(7), 726; https://doi.org/10.3390/bioengineering12070726 - 1 Jul 2025
Viewed by 547
Abstract
Virtual reality (VR) technologies have gained increasing attention in the field of physical rehabilitation due to their potential to enhance patient engagement and provide adaptive, feedback-rich environments. In this study, we report on the development and preliminary evaluation of a VR-based rehabilitation application [...] Read more.
Virtual reality (VR) technologies have gained increasing attention in the field of physical rehabilitation due to their potential to enhance patient engagement and provide adaptive, feedback-rich environments. In this study, we report on the development and preliminary evaluation of a VR-based rehabilitation application aimed at improving upper extremity function, including muscle strength, endurance, and joint mobility. The application delivers a structured set of interactive exercises designed to support recovery through engaging, gamified tasks with real-time performance feedback and scalable difficulty levels. A pilot usability study was conducted with a cohort of target users to assess the system’s practicality, therapeutic relevance, and user satisfaction. Qualitative data were collected to evaluate usability, effectiveness, and areas for further improvement. Preliminary results suggest that the VR application is usable, accessible, and well-received by users, with high levels of engagement reported throughout the intervention. Participants also provided constructive feedback, emphasizing the potential benefits of incorporating enhanced sensory feedback mechanisms to improve immersion and therapeutic impact. These initial findings support the viability of VR-based rehabilitation tools and provide a foundation for future clinical studies aimed at validating their efficacy in diverse patient populations. Full article
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13 pages, 1624 KiB  
Article
Virtual Reality Gaming and Its Impact and Effectiveness in Improving Eye–Hand Coordination and Attention Concentration in the Oldest-Old Population
by Żaneta Grzywacz, Justyna Jaśniewicz, Anna Koziarska, Dorota Borzucka and Edyta Majorczyk
J. Clin. Med. 2025, 14(13), 4651; https://doi.org/10.3390/jcm14134651 - 1 Jul 2025
Viewed by 841
Abstract
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study [...] Read more.
Background: The ageing process is associated with a decline in cognitive functions, including eye–hand coordination, attention concentration, and psychomotor reaction time. This study aimed to assess the effectiveness of virtual reality–based therapy in enhancing cognitive functions in seniors. Methods: This study was conducted on 38 cases (29 women and 9 men) with a mean age of 87.2 years, who were divided into two groups: a VR group (with a 4-week, three-time-week training program using the game “Beat Saber”) and a control group (with a standard 4-week exercise program). Assessments of eye–hand coordination and attentional concentration were conducted at the beginning (T0) and the end (T1) of the training. Results: Analysis of eye–hand coordination and attentional concentration showed significant improvement in both groups (T0 vs. T1: p = 0.0002 for the intervention group and p = 0.007 for the control group). However, the effect in the VR group was almost three times greater than in the control group (1.689 vs. 0.615 in D effect). Moreover, in the VR group, an analysis of “good cuts” indicated improvements in both parameters after 4 weeks of VR training. The percentage of correctly received stimuli increased significantly across sessions (p < 0.00001). Furthermore, 84.3% of participants experienced a twofold improvement in performance over the 12 VR sessions (42% vs. 80% accuracy in successful hits). The distribution of results also suggests a positive subjective impact of VR therapy in maintaining mental activity. Conclusions: The findings indicate that VR-related training can support elderly individuals in recovering cognitive function, potentially enhancing their independence and life quality. Full article
(This article belongs to the Special Issue Advances in Rehabilitation Care for Geriatric Diseases)
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15 pages, 3685 KiB  
Article
Wearable Glove with Enhanced Sensitivity Based on Push–Pull Optical Fiber Sensor
by Qi Xia, Xiaotong Zhang, Hongye Wang, Libo Yuan and Tingting Yuan
Biosensors 2025, 15(7), 414; https://doi.org/10.3390/bios15070414 - 27 Jun 2025
Viewed by 487
Abstract
Hand motion monitoring plays a vital role in medical rehabilitation, sports training, and human–computer interaction. High-sensitivity wearable biosensors are essential for accurate gesture recognition and precise motion analysis. In this work, we propose a high-sensitivity wearable glove based on a push–pull optical fiber [...] Read more.
Hand motion monitoring plays a vital role in medical rehabilitation, sports training, and human–computer interaction. High-sensitivity wearable biosensors are essential for accurate gesture recognition and precise motion analysis. In this work, we propose a high-sensitivity wearable glove based on a push–pull optical fiber sensor, designed to enhance the sensitivity and accuracy of hand motion biosensing. The sensor employs diagonal core reflectors fabricated at the tip of a four-core fiber, which interconnect symmetric fiber channels to form a push–pull sensing mechanism. This mechanism induces opposite wavelength shifts in fiber Bragg gratings positioned symmetrically under bending, effectively decoupling temperature and strain effects while significantly enhancing bending sensitivity. Experimental results demonstrate superior bending-sensing performance, establishing a solid foundation for high-precision gesture recognition. The integrated wearable glove offers a compact, flexible structure and straightforward fabrication process, with promising applications in precision medicine, intelligent human–machine interaction, virtual reality, and continuous health monitoring. Full article
(This article belongs to the Section Wearable Biosensors)
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40 pages, 1353 KiB  
Review
Wearable Devices in Scoliosis Treatment: A Scoping Review of Innovations and Challenges
by Samira Fazeli Veisari, Shahrbanoo Bidari, Kourosh Barati, Rasha Atlasi and Amin Komeili
Bioengineering 2025, 12(7), 696; https://doi.org/10.3390/bioengineering12070696 - 25 Jun 2025
Viewed by 1282
Abstract
Scoliosis is one of the most common spinal deformities, which affects millions of people worldwide. Bracing and physiotherapy exercises represent the first-line, non-invasive approaches for managing scoliosis. In recent years, the use of wearable devices has spread as a novel approach to the [...] Read more.
Scoliosis is one of the most common spinal deformities, which affects millions of people worldwide. Bracing and physiotherapy exercises represent the first-line, non-invasive approaches for managing scoliosis. In recent years, the use of wearable devices has spread as a novel approach to the treatment of scoliosis. However, their effectiveness in treatment planning and outcomes has not been thoroughly evaluated. This manuscript provides a scoping review of the classification and application of wearable devices and the role of artificial intelligence (AI) in interpreting the data collected by wearable devices and guiding the treatment. A systematic search was carried out on Scopus, Web of Science, PubMed, and EMBASE for studies published between January 2020 and February 2025. A total of 269 studies were screened, and 88 articles were reviewed in depth. Inclusion criteria encompassed articles focusing on wearable devices integrated into smart braces, rehabilitation systems for scoliosis management, AI and machine-learning (ML) applications in scoliosis treatment, virtual reality (VR), and telemedicine for scoliosis care. The literature shows that the use of wearable devices can enhance scoliosis treatment by improving the efficiency of braces and enabling remote monitoring in rehabilitation programs. However, more research is needed to evaluate user compliance, long-term effectiveness, and the need for personalized interventions. Future advancements in artificial intelligence, microsensor technology, and data analytics may enhance the efficacy of these devices, which can lead to more personalized and accessible scoliosis treatment. Full article
(This article belongs to the Special Issue Medical Devices and Implants, 2nd Edition)
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