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Literaturangaben

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Webseite

Medizinischer Hintergrund

Neuroregulation

 

  1. Arane, K., A. Behboudi, and R.D. Goldman Virtual reality for pain and anxiety management in children. Canadian family physician Medecin de famille canadien, 2017. 63, 932-934.

  2. Azam, M.A., V.V. Latman, and J. Katz Effects of a 12-Minute Smartphone-Based Mindful Breathing Task on Heart Rate Variability for Students With Clinically Relevant Chronic Pain, Depression, and Anxiety: Protocol for a Randomized Controlled Trial. JMIR Res Protoc, 2019. 8, e14119 DOI: 10.2196/14119.

  3. Chittaro, L. and R. Sioni, Evaluating mobile apps for breathing training: The effectiveness of visualization. Computers in Human Behavior, 2014. 40: p. 56-63.

  4. Cook, N.E., N.A. Huebschmann, and G.L. Iverson Safety and Tolerability of an Innovative Virtual Reality-Based Deep Breathing Exercise in Concussion Rehabilitation: A Pilot Study. Dev Neurorehabil, 2021. 24, 222-229 DOI: 10.1080/17518423.2020.1839981.

  5. Czub, M. and M. Kowal Respiration Entrainment in Virtual Reality by Using a Breathing Avatar. Cyberpsychol Behav Soc Netw, 2019. 22, 494-499 DOI: 10.1089/cyber.2018.0700.

  6. Ding, L., et al. Effects of virtual reality on relieving postoperative pain in surgical patients: A systematic review and meta-analysis. Int J Surg, 2020. 82, 87-94 DOI: 10.1016/j.ijsu.2020.08.033.

  7. Hoffman, H.G., et al. Virtual reality as an adjunctive non-pharmacologic analgesic for acute burn pain during medical procedures. Ann Behav Med, 2011. 41, 183-91 DOI: 10.1007/s12160-010-9248-7.

  8. Malloy, K.M. and L.S. Milling The effectiveness of virtual reality distraction for pain reduction: a systematic review. Clin Psychol Rev, 2010. 30, 1011-8 DOI: 10.1016/j.cpr.2010.07.001.

  9. Maples-Keller, J.L., et al. Virtual Reality-Enhanced Extinction of Phobias and Post-Traumatic Stress. Neurotherapeutics, 2017. 14, 554-563 DOI: 10.1007/s13311-017-0534-y.

  10. Navarro-Haro, M.V., et al. Meditation experts try Virtual Reality Mindfulness: A pilot study evaluation of the feasibility and acceptability of Virtual Reality to facilitate mindfulness practice in people attending a Mindfulness conference. PLoS One, 2017. 12, e0187777 DOI: 10.1371/journal.pone.0187777.

  11. Sato, K., et al. Nonimmersive Virtual Reality Mirror Visual Feedback Therapy and Its Application for the Treatment of Complex Regional Pain Syndrome: An Open-Label Pilot Study. Pain Medicine, 2010. 11, 622-629 DOI: 10.1111/j.1526-4637.2010.00819.x.

  12. Wiederhold, M.D. and B.K. Wiederhold Virtual Reality and Interactive Simulation for Pain Distraction: Table 1. Pain Medicine, 2007. 8, S182-S188 DOI: 10.1111/j.1526-4637.2007.00381.x.

 

Multisensory

 

  1. Effenberg, A.O., et al. Movement Sonification: Effects on Motor Learning beyond Rhythmic Adjustments. Front Neurosci, 2016. 10, 219 DOI: 10.3389/fnins.2016.00219.

  2. Leonardis, D., et al., Multisensory Feedback Can Enhance Embodiment Within an Enriched Virtual Walking Scenario. Presence: Teleoperators and Virtual Environments, 2014. 23(3): p. 253-266.

  3. Ripolles, P., et al. Music supported therapy promotes motor plasticity in individuals with chronic stroke. Brain Imaging Behav, 2016. 10, 1289-1307 DOI: 10.1007/s11682-015-9498-x.

  4. Saposnik, G., M. Levin, and G. Outcome Research Canada Working Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians. Stroke, 2011. 42, 1380-6 DOI: 10.1161/STROKEAHA.110.605451.

  5. Teo, W.P., et al. Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? - A Narrative Review of the Literature. Front Hum Neurosci, 2016. 10, 284 DOI: 10.3389/fnhum.2016.00284.

 

Neuroplasticity

 

  1. Arya, K.N., et al. Movement therapy induced neural reorganization and motor recovery in stroke: a review. J Bodyw Mov Ther, 2011. 15, 528-37 DOI: 10.1016/j.jbmt.2011.01.023.

  2. Coco-Martin, M.B., et al. The Potential of Virtual Reality for Inducing Neuroplasticity in Children with Amblyopia. J Ophthalmol, 2020. 2020, 7067846 DOI: 10.1155/2020/7067846.

  3. Straudi, S. and N. Basaglia, Neuroplasticity-Based Technologies and Interventions for Restoring Motor Functions in Multiple Sclerosis, in Multiple Sclerosis: Bench to Bedside: Global Perspectives on a Silent Killer, A.A.A. Asea, F. Geraci, and P. Kaur, Editors. 2017, Springer International Publishing: Cham. p. 171-185.

  4. You, S.H., et al. Cortical reorganization induced by virtual reality therapy in a child with hemiparetic cerebral palsy. Developmental Medicine & Child Neurology, 2005. 47, 628-635 DOI: https://doi.org/10.1111/j.1469-8749.2005.tb01216.x.

 

Embodiment

 

  1. Craighero, L., et al. Evidence for visuomotor priming effect. NeuroReport, 1996. 8, 347-349.

  2. Karamians, R., et al. Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Poststroke: A Meta-analysis. Arch Phys Med Rehabil, 2020. 101, 885-896 DOI: 10.1016/j.apmr.2019.10.195.

  3. Lopez, C.E. and C.S. Tucker A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications. Computers in Human Behavior, 2017. 71, 42-58 DOI: 10.1016/j.chb.2017.01.036.

 

Evidence

 

  1. Arane, K., A. Behboudi, and R.D. Goldman Virtual reality for pain and anxiety management in children. Canadian family physician Medecin de famille canadien, 2017. 63, 932-934.

  2. Chen, W., et al. An Immersive Virtual Reality Exergame for People with Parkinson’s Disease. 2020. Cham: Springer International Publishing.

  3. Coleman, B., et al. Virtual Reality Assessment of Classroom - Related Attention: An Ecologically Relevant Approach to Evaluating the Effectiveness of Working Memory Training. Front Psychol, 2019. 10, 1851 DOI: 10.3389/fpsyg.2019.01851.

  4. Dascal, J., et al., Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials. Innovations in clinical neuroscience, 2017. 14(1-2): p. 14-21.

  5. de Araujo, A.V.L., et al., Efficacy of Virtual Reality Rehabilitation after Spinal Cord Injury: A Systematic Review. Biomed Res Int, 2019. 2019: p. 7106951.

  6. Effenberg, A.O., et al. Movement Sonification: Effects on Motor Learning beyond Rhythmic Adjustments. Front Neurosci, 2016. 10, 219 DOI: 10.3389/fnins.2016.00219.

  7. Giroux, M., et al., The respective contributions of visual and proprioceptive afferents to the mirror illusion in virtual reality. PLoS One, 2018. 13(8): p. e0203086.

  8. Hill, N.T., et al., Computerized Cognitive Training in Older Adults With Mild Cognitive Impairment or Dementia: A Systematic Review and Meta-Analysis. Am J Psychiatry, 2017. 174(4): p. 329-340.

  9. Karamians, R., et al. Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Poststroke: A Meta-analysis. Arch Phys Med Rehabil, 2020. 101, 885-896 DOI: 10.1016/j.apmr.2019.10.195.

  10. Laver, K.E., et al. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev, 2017. 11, CD008349 DOI: 10.1002/14651858.CD008349.pub4.

  11. Lee, H.S., Y.J. Park, and S.W. Park, The Effects of Virtual Reality Training on Function in Chronic Stroke Patients: A Systematic Review and Meta-Analysis. Biomed Res Int, 2019. 2019: p. 7595639.

  12. Maggio, M.G., et al., Virtual reality in multiple sclerosis rehabilitation: A review on cognitive and motor outcomes. J Clin Neurosci, 2019. 65: p. 106-111.

  13. Malloy, K.M. and L.S. Milling The effectiveness of virtual reality distraction for pain reduction: a systematic review. Clin Psychol Rev, 2010. 30, 1011-8 DOI: 10.1016/j.cpr.2010.07.001.

  14. Massetti, T., et al., The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review. Journal of Central Nervous System Disease, 2018. 10: p. 1179573518813541.

  15. Park, M.J., et al., A Literature Overview of Virtual Reality (VR) in Treatment of Psychiatric Disorders: Recent Advances and Limitations. Front Psychiatry, 2019. 10: p. 505.

  16. Saposnik, G., M. Levin, and G. Outcome Research Canada Working Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians. Stroke, 2011. 42, 1380-6 DOI: 10.1161/STROKEAHA.110.605451.

  17. Yeo, E., et al., Virtual Reality Neurorehabilitation for Mobility in Spinal Cord Injury: A Structured Review. Innovations in clinical neuroscience, 2019. 16(1-2): p. 13-20.

  18. Yip, B.C.B. and D.W.K. Man, Virtual reality-based prospective memory training program for people with acquired brain injury. NeuroRehabilitation, 2013. 32: p. 103-115.

  19. Yun, S.J., et al., Cognitive Training Using Fully Immersive, Enriched Environment Virtual Reality for Patients With Mild Cognitive Impairment and Mild Dementia: Feasibility and Usability Study. JMIR Serious Games, 2020. 8(4): p. e18127.

Technologie

Wirelessly mobile

 

  1. Massetti, T., et al., The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review. Journal of Central Nervous System Disease, 2018. 10: p. 1179573518813541.

  2. O'Neil, O., et al., Virtual Reality for Neurorehabilitation: Insights From 3 European Clinics. PM R, 2018. 10(9 Suppl 2): p. S198-S206.

 

Gamification

 

  1. Chen, W., et al. An Immersive Virtual Reality Exergame for People with Parkinson’s Disease. 2020. Cham: Springer International Publishing.

  2. Karamians, R., et al. Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Poststroke: A Meta-analysis. Arch Phys Med Rehabil, 2020. 101, 885-896 DOI: 10.1016/j.apmr.2019.10.195.

  3. Kuhn, S., et al., Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game. Mol Psychiatry, 2014. 19(2): p. 265-71.

  4. Kuhn, S., et al., The neural basis of video gaming. Transl Psychiatry, 2011. 1: p. e53.

  5. Lorenz, R.C., et al., Video game training and the reward system. Front Hum Neurosci, 2015. 9: p. 40.

 

Modular

 

  1. Dascal, J., et al., Virtual Reality and Medical Inpatients: A Systematic Review of Randomized, Controlled Trials. Innovations in clinical neuroscience, 2017. 14(1-2): p. 14-21.

  2. Maggio, M.G., et al., Virtual reality in multiple sclerosis rehabilitation: A review on cognitive and motor outcomes. J Clin Neurosci, 2019. 65: p. 106-111.

 

Low latency

 

  1. Cooper, N., et al., The effects of substitute multisensory feedback on task performance and the sense of presence in a virtual reality environment. PLoS One, 2018. 13(2): p. e0191846.

  2. Waltemate, T., et al., Realizing a low-latency virtual reality environment for motor learning, in Proceedings of the 21st ACM Symposium on Virtual Reality Software and Technology. 2015, Association for Computing Machinery: Beijing, China. p. 139–147.

  3. Zimmerli, L., et al., Increasing patient engagement during virtual reality-based motor rehabilitation. Arch Phys Med Rehabil, 2013. 94(9): p. 1737-46.

 

Avatar

 

  1. Karamians, R., et al. Effectiveness of Virtual Reality- and Gaming-Based Interventions for Upper Extremity Rehabilitation Poststroke: A Meta-analysis. Arch Phys Med Rehabil, 2020. 101, 885-896 DOI: 10.1016/j.apmr.2019.10.195.

  2. Lopez, C.E. and C.S. Tucker A quantitative method for evaluating the complexity of implementing and performing game features in physically-interactive gamified applications. Computers in Human Behavior, 2017. 71, 42-58 DOI: 10.1016/j.chb.2017.01.036.

Broschüre

Bordeleau, M., et al., The Use of Virtual Reality in Back Pain Rehabilitation: A Systematic Review and Meta-Analysis. The Journal of Pain, 2022. 23(2): p. 175-195.

Fang, Z., et al., Effect of Traditional plus Virtual Reality Rehabilitation on Prognosis of Stroke Survivors: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. American journal of physical medicine & rehabilitation, 2021. Publish Ahead of Print.

Mahati, K., et al., Enriched environment ameliorates depression-induced cognitive deficits and restores abnormal hippocampal synaptic plasticity. Neurobiology of Learning and Memory, 2016. 134: p. 379-391.

Yun, S.J., et al., Cognitive Training Using Fully Immersive, Enriched Environment Virtual Reality for Patients With Mild Cognitive Impairment and Mild Dementia: Feasibility and Usability Study. JMIR Serious Games, 2020. 8(4): p. e18127.