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Virtual rehabilitation: What are the practical barriers for home-based research?

Virtual reality technologies are becoming increasingly accessible and affordable to deliver, and consequently the interest in applying virtual reality within rehabilitation is growing. This has resulted in the emergence of research exploring the utility of virtual reality and interactive video gamin...

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Detalles Bibliográficos
Autores principales: Threapleton, Kate, Drummond, Avril, Standen, Penny
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6001226/
https://www.ncbi.nlm.nih.gov/pubmed/29942551
http://dx.doi.org/10.1177/2055207616641302
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author Threapleton, Kate
Drummond, Avril
Standen, Penny
author_facet Threapleton, Kate
Drummond, Avril
Standen, Penny
author_sort Threapleton, Kate
collection PubMed
description Virtual reality technologies are becoming increasingly accessible and affordable to deliver, and consequently the interest in applying virtual reality within rehabilitation is growing. This has resulted in the emergence of research exploring the utility of virtual reality and interactive video gaming interventions for home use by patients. The aim of this paper is to highlight the practical factors and difficulties that may be encountered in research in this area, and to make recommendations for addressing these. Whilst this paper focuses on examples drawn mainly from stroke rehabilitation research, many of the issues raised are relevant to other conditions where virtual reality approaches have the potential to be applied to home-based rehabilitation.
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spelling pubmed-60012262018-06-25 Virtual rehabilitation: What are the practical barriers for home-based research? Threapleton, Kate Drummond, Avril Standen, Penny Digit Health Tutorial Virtual reality technologies are becoming increasingly accessible and affordable to deliver, and consequently the interest in applying virtual reality within rehabilitation is growing. This has resulted in the emergence of research exploring the utility of virtual reality and interactive video gaming interventions for home use by patients. The aim of this paper is to highlight the practical factors and difficulties that may be encountered in research in this area, and to make recommendations for addressing these. Whilst this paper focuses on examples drawn mainly from stroke rehabilitation research, many of the issues raised are relevant to other conditions where virtual reality approaches have the potential to be applied to home-based rehabilitation. SAGE Publications 2016-04-29 /pmc/articles/PMC6001226/ /pubmed/29942551 http://dx.doi.org/10.1177/2055207616641302 Text en © The Author(s) 2016 http://creativecommons.org/licenses/by-nc/3.0/ This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 3.0 License (http://www.creativecommons.org/licenses/by-nc/3.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Tutorial
Threapleton, Kate
Drummond, Avril
Standen, Penny
Virtual rehabilitation: What are the practical barriers for home-based research?
title Virtual rehabilitation: What are the practical barriers for home-based research?
title_full Virtual rehabilitation: What are the practical barriers for home-based research?
title_fullStr Virtual rehabilitation: What are the practical barriers for home-based research?
title_full_unstemmed Virtual rehabilitation: What are the practical barriers for home-based research?
title_short Virtual rehabilitation: What are the practical barriers for home-based research?
title_sort virtual rehabilitation: what are the practical barriers for home-based research?
topic Tutorial
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6001226/
https://www.ncbi.nlm.nih.gov/pubmed/29942551
http://dx.doi.org/10.1177/2055207616641302
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