Highlights
- •Virtual reality–based training can be effectively combined with conventional programs.
- •Telerehabilitation and in-clinic interventions can promote similar motor improvement.
- •Usability and motivation of both interventions can be similar.
- •Telerehabilitation interventions can involve savings that vary depending on each scenario.
Abstract
Objectives
Design
Setting
Participants
Interventions
Main Outcome Measures
Results
Conclusions
Keywords
List of abbreviations:
ANOVA (analysis of variance), BBA (Brunel Balance Assessment), BBS (Berg Balance Scale), IMI (Intrinsic Motivation Inventory), POMA-B (Performance-Oriented Mobility Assessment balance subscale), POMA-G (Performance-Oriented Mobility Assessment gait subscale), SUS (System Usability Scale), VR (virtual reality)Purchase one-time access:
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Footnotes
Supported in part by the Ministry of Economy and Competitiveness, Project TEREHA (IDI-20110844) and by the Ministry of Education and Science, projects Consolider-C (SEJ2006-14301/PSIC), “CIBER of Physiopathology of Obesity and Nutrition, an initiative of ISCIII,” and the Excellence Research Program PROMETEO (Generalitat Valenciana, Conselleria de Educación, 2008-157).
Disclosures: none.
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- Effectiveness, Usability, and Cost-Benefit of a Virtual Reality–Based Telerehabilitation Program for Balance Recovery After Stroke: A Randomized Controlled TrialArchives of Physical Medicine and RehabilitationVol. 96Issue 8
- PreviewI have concerns about the level of detail provided regarding the design of visual feedback and exercise in the article by Llorens et al1 featured in the March issue of the Archives. I was excited to see an article about interactivity in the Archives, an area of study that has been called “interactive neurorehabilitation therapies”2.
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