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Leveraging virtual reality technologies in basic & clinical research

  1. The ability to maintain upright posture requires successful integration of multiple sensory inputs (visual, vestibular, and somatosensory). When one or more sensory systems become unreliable, the postural cont...

    Authors: Lei Ma, Peter J. Marshall and W. Geoffrey Wright
    Citation: Journal of NeuroEngineering and Rehabilitation 2022 19:81
  2. Walking with a haptic tensile force applied to the hand in a virtual environment (VE) can induce adaptation effects in both chronic stroke and non-stroke individuals. These effects are reflected in spatiotempo...

    Authors: Gianluca U. Sorrento, Philippe S. Archambault and Joyce Fung
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:136
  3. Neuropsychological tests of executive function have limited real-world predictive and functional relevance. An emerging solution for this limitation is to adapt the tests for implementation in virtual reality ...

    Authors: Meir Plotnik, Oran Ben-Gal, Glen M. Doniger, Amihai Gottlieb, Yotam Bahat, Maya Cohen, Shani Kimel-Naor, Gabi Zeilig and Michal Schnaider Beeri
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:82
  4. Falls commonly occur due to losses of balance associated with vertical body movements (e.g. reacting to uneven ground, street curbs). Research, however, has focused on horizontal perturbations, such as forward...

    Authors: Desiderio Cano Porras, Jesse V. Jacobs, Rivka Inzelberg, Yotam Bahat, Gabriel Zeilig and Meir Plotnik
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:75
  5. The assessment of upper-limb motor impairments after stroke is usually performed using clinical scales and tests, which may lack accuracy and specificity and be biased. Although some instruments exist that are...

    Authors: Sara Mollà-Casanova, Roberto Llorens, Adrián Borrego, Bárbara Salinas-Martínez and Pilar Serra-Añó
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:70
  6. Active video games have been embraced for the rehabilitation of mobility and promotion of physical activity for persons post-stroke. This study seeks to compare carefully matched standard of care stepping acti...

    Authors: Judith E. Deutsch, Aurora James-Palmer, Harish Damodaran and Urska Puh
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:63
  7. Serious games are promising for stroke rehabilitation, with studies showing a positive impact on reducing motor and cognitive deficits. However, most of the evidence is in the context of single-user rehabilita...

    Authors: Fábio Pereira, Sergi Bermúdez i Badia, Carolina Jorge and Mónica S. Cameirão
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:62
  8. Approximately 80% of individuals with chronic stroke present with long lasting upper extremity (UE) impairments. We designed the perSonalized UPper Extremity Rehabilitation (SUPER) intervention, which combines...

    Authors: Nahid Norouzi-Gheidari, Philippe S. Archambault, Katia Monte-Silva, Dahlia Kairy, Heidi Sveistrup, Michael Trivino, Mindy F. Levin and Marie-Hélène Milot
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:61
  9. Persistent postural-perceptual dizziness (PPPD) is a condition characterized by chronic subjective dizziness and exacerbated by visual stimuli or upright movement. Typical balance tests do not replicate the en...

    Authors: Moshe M. H. Aharoni, Anat V. Lubetzky, Liraz Arie and Tal Krasovsky
    Citation: Journal of NeuroEngineering and Rehabilitation 2021 18:55
  10. This article is inspired by a pseudo Oxford-style debate, which was held in Tel Aviv University, Israel at the International Conference on Virtual Rehabilitation (ICVR) 2019, which is the official conference o...

    Authors: Tal Krasovsky, Anat V. Lubetzky, Philippe S. Archambault and W. Geoffrey Wright
    Citation: Journal of NeuroEngineering and Rehabilitation 2020 17:163