Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105238
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dc.contributorDepartment of Computing-
dc.contributorSchool of Design-
dc.creatorAli, SG-
dc.creatorWang, X-
dc.creatorLi, P-
dc.creatorJung, Y-
dc.creatorBi, L-
dc.creatorKim, J-
dc.creatorChen, Y-
dc.creatorFeng, DD-
dc.creatorThalmann, NM-
dc.creatorWang, J-
dc.creatorSheng, B-
dc.date.accessioned2024-04-12T06:50:57Z-
dc.date.available2024-04-12T06:50:57Z-
dc.identifier.issn2296-2565-
dc.identifier.urihttp://hdl.handle.net/10397/105238-
dc.language.isoenen_US
dc.publisherFrontiers Research Foundationen_US
dc.rightsCopyright © 2023 Ali, Wang, Li, Jung, Bi, Kim, Chen, Feng, Magnenat Thalmann, Wang and Sheng. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY) (https://creativecommons.org/licenses/by/4.0/). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.en_US
dc.rightsThe following publication Ali SG, Wang X, Li P, Jung Y, Bi L, Kim J, Chen Y, Feng DD, Magnenat Thalmann N, Wang J and Sheng B (2023) A systematic review: Virtual-reality-based techniques for human exercises and health improvement. Front. Public Health 11:1143947 is available at https://doi.org/10.3389/fpubh.2023.1143947.en_US
dc.subjectAge-related macular degenerationen_US
dc.subjectAlzheimeren_US
dc.subjectAmblyopiaen_US
dc.subjectEpilepsyen_US
dc.subjectMultiple sclerosisen_US
dc.subjectMyopiaen_US
dc.subjectPresbyopiaen_US
dc.subjectVirtual realityen_US
dc.titleA systematic review : virtual-reality-based techniques for human exercises and health improvementen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume11-
dc.identifier.doi10.3389/fpubh.2023.1143947-
dcterms.abstractVirtual Reality (VR) has emerged as a new safe and efficient tool for the rehabilitation of many childhood and adulthood illnesses. VR-based therapies have the potential to improve both motor and functional skills in a wide range of age groups through cortical reorganization and the activation of various neuronal connections. Recently, the potential for using serious VR-based games that combine perceptual learning and dichoptic stimulation has been explored for the rehabilitation of ophthalmological and neurological disorders. In ophthalmology, several clinical studies have demonstrated the ability to use VR training to enhance stereopsis, contrast sensitivity, and visual acuity. The use of VR technology provides a significant advantage in training each eye individually without requiring occlusion or penalty. In neurological disorders, the majority of patients undergo recurrent episodes (relapses) of neurological impairment, however, in a few cases (60–80%), the illness progresses over time and becomes chronic, consequential in cumulated motor disability and cognitive deficits. Current research on memory restoration has been spurred by theories about brain plasticity and findings concerning the nervous system's capacity to reconstruct cellular synapses as a result of interaction with enriched environments. Therefore, the use of VR training can play an important role in the improvement of cognitive function and motor disability. Although there are several reviews in the community employing relevant Artificial Intelligence in healthcare, VR has not yet been thoroughly examined in this regard. In this systematic review, we examine the key ideas of VR-based training for prevention and control measurements in ocular diseases such as Myopia, Amblyopia, Presbyopia, and Age-related Macular Degeneration (AMD), and neurological disorders such as Alzheimer, Multiple Sclerosis (MS) Epilepsy and Autism spectrum disorder. This review highlights the fundamentals of VR technologies regarding their clinical research in healthcare. Moreover, these findings will raise community awareness of using VR training and help researchers to learn new techniques to prevent and cure different diseases. We further discuss the current challenges of using VR devices, as well as the future prospects of human training.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationFrontiers in public health, 2023, v. 11, 1143947-
dcterms.isPartOfFrontiers in public health-
dcterms.issued2023-
dc.identifier.scopus2-s2.0-85152101137-
dc.identifier.pmid37033028-
dc.identifier.artn1143947-
dc.description.validate202403 bcvc-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextNational Natural Science Foundation of China; Hong Kong Polytechnic University; College-level Project Fund of Shanghai Sixth People's Hospital; Interdisciplinary Program of Shanghai Jiao Tong Universityen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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