Virtual reality in research and rehabilitation of gait and balance in Parkinson disease
Nature Reviews Neurology, ISSN: 1759-4766, Vol: 16, Issue: 8, Page: 409-425
2020
- 127Citations
- 400Captures
- 3Mentions
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
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Metrics Details
- Citations127
- Citation Indexes126
- 126
- CrossRef50
- Policy Citations1
- Policy Citation1
- Captures400
- Readers400
- 400
- Mentions3
- References2
- Wikipedia2
- Blog Mentions1
- Blog1
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Virtual reality in research and rehabilitation of gait and balance in Parkinson disease
Canning CG et al.,: Virtual reality in research and rehabilitation of gait and balance in Parkinson disease. Nature Reviews Neurology 16: 409 –425 ( 2020 ). https://www.nature.com/articles/s41582-020-0370-2
Review Description
Virtual reality (VR) technology has emerged as a promising tool for studying and rehabilitating gait and balance impairments in people with Parkinson disease (PD) as it allows users to be engaged in an enriched and highly individualized complex environment. This Review examines the rationale and evidence for using VR in the assessment and rehabilitation of people with PD, makes recommendations for future research and discusses the use of VR in the clinic. In the assessment of people with PD, VR has been used to manipulate environments to enhance study of the behavioural and neural underpinnings of gait and balance, improving understanding of the motor–cognitive neural circuitry involved. Despite suggestions that VR can provide rehabilitation that is more effective and less labour intensive than non-VR rehabilitation, little evidence exists to date to support these claims. Nevertheless, much unrealized potential exists for the use of VR to provide personalized assessment and rehabilitation that optimizes motor learning in both the clinic and home environments and adapts to changes in individuals over time. Design of such systems will require collaboration between all stakeholders to maximize useability, engagement, safety and effectiveness.
Bibliographic Details
Springer Science and Business Media LLC
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