Review
Health Care Sciences & Services
Qi Zhang, Yu Fu, Yanhui Lu, Yating Zhang, Qifang Huang, Yajie Yang, Ke Zhang, Mingzi Li
Summary: The meta-analysis revealed that VR-based therapies are effective in improving executive function, memory, and visuospatial function in stroke patients. However, further research is needed to determine the impact on global cognitive function, attention, verbal fluency, depression, and quality of life.
JOURNAL OF MEDICAL INTERNET RESEARCH
(2021)
Article
Computer Science, Information Systems
Robert Herne, Mohd Fairuz Shiratuddin, Shri Rai, David Blacker, Hamid Laga
Summary: This paper presents a multiple case study on the engagement of stroke survivors with a Virtual Reality-based upper limb rehabilitation system. The study investigates the support and importance of game design principles in enhancing engagement. The findings suggest that Virtual Reality can effectively improve rehabilitation outcomes and personalized experiences may be necessary for optimized engagement.
Article
Health Care Sciences & Services
Yangfan Xu, Meiqinzi Tong, Wai-Kit Ming, Yangyang Lin, Wangxiang Mai, Weixin Huang, Zhuoming Chen
Summary: The study found that "Stomp Joy" improved participants' interest, pressure, perceived competence, value, and effort, and the clinical trial showed that stroke patients' lower extremity motor ability, basic activities of daily living, balance ability, and single-leg stance time were improved through the virtual reality game intervention. The experimental group showed significant improvements in single-leg stance time compared to the control group.
JMIR SERIOUS GAMES
(2021)
Review
Health Policy & Services
Le Wang, Jean-Lon Chen, Alice M. K. Wong, Kuei-Chia Liang, Kevin C. Tseng
Summary: The use of virtual reality (VR) for stroke rehabilitation has been implemented for the past decade. Most studies focus on the effects of VR on upper limb rehabilitation, with limited research on VR games, system designs, and rehabilitation modes for upper limb rehabilitation. This study evaluates the effectiveness of a game-based VR upper limb rehabilitation system for stroke patients in clinical settings, investigates the impact of custom and commercial VR games on patients, and reviews VR upper limb rehabilitation modes. The meta-analysis results indicate that game-based VR therapy is an effective method for stroke rehabilitation, particularly in improving upper limb function and hand mobility. Custom games show better results than commercial games.
GAMES FOR HEALTH JOURNAL
(2022)
Article
Multidisciplinary Sciences
Peter E. Wais, Melissa Arioli, Roger Anguera-Singla, Adam Gazzaley
Summary: Therapeutic interventions have not been proven to restore declining long-term memory in healthy older adults. However, a virtual reality spatial wayfinding game was shown to improve high-fidelity long-term memory capabilities in older adults. The study demonstrates the generalization of benefits from the VR game to untrained long-term memory capabilities.
SCIENTIFIC REPORTS
(2021)
Article
Engineering, Biomedical
Huey-Wen Liang, Tzu-Ling Tai, Yue-Hua Li, Ying-Chun Chen
Summary: This study proposed a tracker-based posturography system to evaluate seated postural stability in stroke patients, showing acceptable reliability and validity.
JOURNAL OF NEUROENGINEERING AND REHABILITATION
(2022)
Review
Chemistry, Analytical
Andrea Demeco, Laura Zola, Antonio Frizziero, Chiara Martini, Arrigo Palumbo, Ruben Foresti, Giovanni Buccino, Cosimo Costantino
Summary: In recent years, new technologies, such as fully immersive virtual reality (FIVR), have been applied in stroke rehabilitation alongside conventional techniques. This study aimed to investigate the effectiveness of FIVR in stroke rehabilitation. A total of 12 randomized controlled trials (RCTs) involving 350 post-acute and chronic stroke survivors were included, and the results showed that FIVR provides additional benefits compared to standard rehabilitation, improving upper limb dexterity, gait performance, and dynamic balance, and influencing patient independence. Therefore, FIVR represents a versatile rehabilitation tool that can improve treatment compliance and the functioning and quality of life of stroke survivors.
Article
Computer Science, Information Systems
SangHun Nam, JongIn Choi
Summary: This study proposes a user evaluation system based on a game engine, where users can use an eye-tracking device to measure their area or object of interest. Eye-tracking technology, which measures the intentions of a person looking at a point of interest, is widely used in various sectors. To address the limitations of real-world test environments, studies on user evaluation tests using virtual reality (VR) are actively conducted. In this study, a VR user evaluation system based on an eye-tracking device was developed using the unity game engine and HTC VIVE Pro eye.
MULTIMEDIA TOOLS AND APPLICATIONS
(2023)
Review
Engineering, Biomedical
Jamille A. Feitosa, Corina A. Fernandes, Raphael F. Casseb, Gabriela Castellano
Summary: Virtual reality (VR) rehabilitation has been shown to improve motor and cognitive abilities in different populations. This study systematically reviewed the effects of VR intervention on cortical reorganization and functional improvement. The results demonstrated changes in brain activation and reorganization patterns in stroke patients, older adults, and patients with other neurological conditions, which were associated with functional improvement after VR intervention.
JOURNAL OF NEURAL ENGINEERING
(2022)
Article
Veterinary Sciences
Heewon Na, Suh-Yeon Dong
Summary: Interacting with animals has healing benefits for humans, but physical interaction is limited due to COVID-19 and safety concerns. As an alternative, we created mixed-reality human-animal interaction content and experimentally verified its effectiveness in reducing mental stress.
FRONTIERS IN VETERINARY SCIENCE
(2023)
Article
Chemistry, Analytical
Vera Z. Perez, Juan C. Yepes, John F. Vargas, Juan C. Franco, Natalia Escobar, Leonardo Betancur, Juanita Sanchez, Manuel J. Betancur
Summary: Exogames is a virtual reality exercise game that has the potential to help landmine victims maintain motivation for rehabilitation. Health professionals and users recognized its potential, with research design and user evaluations showing its usability and appeal. Overall, Exogames is poised to serve as a virtual reality tool for the physical and emotional rehabilitation of landmine victims.
Article
Computer Science, Information Systems
Martin Krajcovic, Gabriela Gabajova, Beata Furmannova, Vladimir Vavrik, Martin Gaso, Marian Matys
Summary: The study conducted at the Department of Industrial Engineering of the University of Zilina in Zilina involved two phases. The first phase assessed students' satisfaction with current teaching methods, while the second phase focused on using an educational game in virtual reality to teach lean management tools. The authors then examined the benefits and drawbacks of virtual reality educational games for teaching industrial engineering tools.
Article
Education & Educational Research
Alec Bodzin, Robson Araujo Junior, Thomas Hammond, David Anastasio
Summary: The study found that the immersive virtual reality game helped students enter a state of "flow", with most students having a positive attitude towards using the game. High levels of immersion and presence enhanced the learning experience, and students also had favorable attitudes towards using this game for learning in school environments.
JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY
(2021)
Article
Health Care Sciences & Services
Mingyeong Park, Yeongmi Ha
Summary: This study compared a virtual reality-based cognitive rehabilitation program with conventional and computer-assisted cognitive rehabilitation for stroke patients and found that the virtual reality-based program was effective in improving cognitive function, self-efficacy, visual perception, activities of daily living, and health-related quality of life.
Article
Psychology, Multidisciplinary
Gomesh Karnchanapayap
Summary: The benefits of virtual reality have expanded to various industries, including the MICE industry. This study aims to create a virtual reality experience for Thailand's Ministry of Digital Economy and Society and evaluate its efficiency and audience satisfaction. The findings show that the virtual reality experience encourages learning and comprehension through audience engagement and physical activities.
COMPUTERS IN HUMAN BEHAVIOR
(2023)
Article
Neurosciences
Jin-Hyuck Park, Sang Ah Lee
Summary: The study aimed to assess the impairment in different components of episodic memory in early to moderate AD and explore the effects of cognitive training. Results showed that the temporal component had the highest predictive power in distinguishing AD from normal aging, and training only improved spatial memory without enhancing temporal memory, indicating the fragility of temporal memory even in early AD stages.
JOURNAL OF ALZHEIMERS DISEASE
(2021)
Article
Geriatrics & Gerontology
Jin-Hyuck Park
Summary: This study aimed to investigate the short-term effects of moderate-intensity aerobic exercise on executive function and prefrontal cortex activity in healthy older adults. The results showed that after the intervention, the exercise group demonstrated significant improvement in executive function and had lower prefrontal cortex activity compared to the control group.
GERIATRICS & GERONTOLOGY INTERNATIONAL
(2022)
Article
Psychiatry
Jin-Hyuck Park
Summary: This study investigates the effects of virtual shopping training on executive function and instrumental activities of daily living (IADL) in patients with mild cognitive impairment (MCI). The results suggest that virtual shopping training may be clinically beneficial in enhancing executive function and IADL in patients with MCI.
ASIAN JOURNAL OF PSYCHIATRY
(2022)
Article
Environmental Sciences
Jin-Hyuck Park
Summary: This study investigates the discriminant power of spatial memory in mild cognitive impairment (MCI) and finds that a spatial cognitive task based on virtual reality (SCT-VR) has better sensitivity and specificity than neuropsychological screening tools. The test-retest reliability and concurrent validity of SCT-VR are also confirmed.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Review
Environmental Sciences
Jian Hong, Jin-Hyuck Park
Summary: This study conducted a meta-analysis to evaluate the effects of functional magnetic resonance imaging (fMRI) and electroencephalogram (EEG)-based neuro-feedback training on post-traumatic stress disorder (PTSD) symptoms. The findings showed that EEG was more effective than fMRI for treating PTSD symptoms, and its impact on anxiety and depression was also significant. The EEG-based method was found to be valid for evaluating clinical PTSD diagnoses.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Article
Environmental Sciences
Yu Jin Jeun, Yunyoung Nam, Seong A. Lee, Jin-Hyuck Park
Summary: This study investigates the effect of customized cognitive training on neural efficiency by analyzing prefrontal cortex activity. The results show that personalized cognitive training can effectively improve executive function and neural efficiency.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Article
Environmental Sciences
Jin-Hyuck Park
Summary: This study examined the effects of cognitive-physical dual-task training on balance and executive function in community-dwelling older adults with a history of falls. The results showed that dual-task training improved static and dynamic balance as well as executive function in these older adults. These findings suggest that executive function should be considered in balance training for older adults.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Review
Environmental Sciences
Seoyoon Heo, Jin-Hyuck Park
Summary: This meta-analysis investigated the effects of virtual reality-based graded exposure therapy (VR-GET) on posttraumatic stress disorder (PTSD) symptoms. The findings showed that VR-GET had a significantly larger effect size for PTSD symptoms compared to the control group, while there was no significant difference between conventional VR-based exposure therapy (VRET) and the control group. These results support the importance of immersive PTSD treatments, although caution is needed due to the substantial number of military service personnel studies. Future trials should consider individually tailored scenarios in virtual environments to further investigate the evidence of VR-GET for treating PTSD.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Review
Environmental Sciences
Changlae Son, Jin-Hyuck Park
Summary: Virtual reality-based cognitive training has significant ecological effects on activities of daily living (ADL) and instrumental activities of daily living (IADL) in patients with mild cognitive impairment (MCI) and Alzheimer's disease (AD). VR provides immersive stimuli that resemble real life, and it can be beneficial for improving ADL and IADL in MCI and AD patients.
INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH
(2022)
Article
Geriatrics & Gerontology
Jin-Hyuck Park
Summary: This study evaluated the application of a biomarker (changes in oxy-hemoglobin concentration) measured by functional near-infrared spectroscopy (fNIRS) in screening mild cognitive impairment (MCI). The findings revealed significant reductions in oxy-hemoglobin concentration in the prefrontal cortex (PFC) in the MCI group. The average oxy-hemoglobin concentration (mHbO) in the left PFC showed higher discriminant power for MCI than the Korean version of montreal cognitive assessment (MoCA-K).
FRONTIERS IN AGING NEUROSCIENCE
(2023)
Article
Health Care Sciences & Services
Jong-Hyeon Kim, Jin-Hyuck Park
Summary: There is controversy over the effectiveness of dual-task training in improving cognitive function in people with mild cognitive impairment. This study developed and verified the effects of a cognitive-physical dual-task training program on executive function in older adults with MCI. The results showed that cognitive-physical dual-task training is clinically beneficial in improving executive function and daily instrumental activities for older adults with MCI.
Article
Neurosciences
Si-An Lee, Ji-Yea Kim, Jin-Hyuck Park
Summary: This study investigated the effects of virtual shopping budget-management training on executive functions and brain activation. The results showed significant improvement in executive function tests in the experimental group after the training, confirming the potential clinical benefits of the training for healthy young adults.
Review
Geriatrics & Gerontology
Changlae Son, Jian Hong, Jin-Hyuck Park
Summary: The study identified the clinical efficacy of functional near-infrared spectroscopy-based neuro-feedback (fNIRS-based NF) training in improving cognitive function, particularly in working memory and executive function.
INTERNATIONAL JOURNAL OF GERONTOLOGY
(2022)
Article
Geriatrics & Gerontology
Jin-Hyuck Park
Summary: This study investigated the effects of spatial cognitive training using virtual reality (VR) on hippocampal function and prefrontal cortex (PFC) activity in older adults with mild cognitive impairment (MCI). The results showed that after 24 sessions, the group undergoing VR-based training showed significantly greater improvements in cognitive abilities, learning abilities, and brain activity compared to the control group.
INTERNATIONAL JOURNAL OF GERONTOLOGY
(2022)
Article
Geriatrics & Gerontology
Yujin Jeon, Changlae Son, Jihun Kim, Soyeon Kim, Chaelim Lee, Jihee Lee, Jin-Hyuck Park
Summary: This study investigated the reliability of tele-neuropsychological assessment using the computerized MoCA. The results demonstrated high inter-rater reliability and suggested that c-MoCA could be a reliable tele-neuropsychological service for older adults.
INTERNATIONAL JOURNAL OF GERONTOLOGY
(2022)