Background: In neurorehabilitation, virtual reality (VR) applications cover a wide range of areas, including the rehabilitation of patients with various types of brain and spinal cord injuries. VR provides the subject multisensory feedback, enhancing neuronal plasticity within the sensorimotor cortex. Objective: The systematic review critically analyses the existing literature on VR applications related to motor problems and somatic representation to propose new tools and experiments. Methods: The Protocol was registered in the international database for systematic reviews PROSPERO (ID: 481092 - 22 November 2023). The review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) Guidelines. To implement the search string, a broad overview of previous literature reviews in the field was developed. The databases PubMed, Embase, Scopus, and Web of Science (7 December 2023) were explored, and data regarding study design, methodology, participant characteristics, specific devices and instruments used and tested, body representation, and virtual somatic embodiment were collected. The Newcastle-Ottawa Scale was used to assess the methodological quality of the studies; for case report studies, a dedicated scale was used. Results: The review included 26 studies, mainly clinical trials on neurological patients. Internationally, VR technologies in the period 2008-2023 have evolved significantly; the emergence of inexpensive devices such as Oculus Rift and HTC Vive has stimulated research in this area. The best results have been achieved for patients with sensorimotor deficits. In VR systems, users experience a first- or third-person view (where their avatar is present) of the synthetic world around them. All included studies used the first-person perspective, which was found to be most effective. Five studies incorporated EEG for recording brain responses during experiments, while two studies used transcranial stimulators to enhance the effect of the VR intervention. A couple of studies employed other kinds of devices, such as eye trackers. Regarding the 3D engine used, Unity 3D remains the preferred choice for the development of VR applications in research due to its ease of learning and seamless integration with devices. Conclusions: The review of the selected studies shows that the use of VR devices enhances reinforcement learning, thereby improving motor and cognitive recovery. The emerging operational proposition supports the use of tailor-made techniques in the rehabilitation setting - aimed at improving and evaluating the outcomes of therapeutic interventions in the treatment of neurological patients. Clinical Trial: International database for systematic reviews PROSPERO, ID: 481092 - 22 November 2023.

Virtual, augmented and mixed reality for motor neurorehabilitation: a scoping review focused on the role of body representation

Magrini M.;Curzio O.
;
Dolciotti C.;Donzelli G.;Imiotti M. C.;Minichilli F.;Moroni D.;
2025

Abstract

Background: In neurorehabilitation, virtual reality (VR) applications cover a wide range of areas, including the rehabilitation of patients with various types of brain and spinal cord injuries. VR provides the subject multisensory feedback, enhancing neuronal plasticity within the sensorimotor cortex. Objective: The systematic review critically analyses the existing literature on VR applications related to motor problems and somatic representation to propose new tools and experiments. Methods: The Protocol was registered in the international database for systematic reviews PROSPERO (ID: 481092 - 22 November 2023). The review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) Guidelines. To implement the search string, a broad overview of previous literature reviews in the field was developed. The databases PubMed, Embase, Scopus, and Web of Science (7 December 2023) were explored, and data regarding study design, methodology, participant characteristics, specific devices and instruments used and tested, body representation, and virtual somatic embodiment were collected. The Newcastle-Ottawa Scale was used to assess the methodological quality of the studies; for case report studies, a dedicated scale was used. Results: The review included 26 studies, mainly clinical trials on neurological patients. Internationally, VR technologies in the period 2008-2023 have evolved significantly; the emergence of inexpensive devices such as Oculus Rift and HTC Vive has stimulated research in this area. The best results have been achieved for patients with sensorimotor deficits. In VR systems, users experience a first- or third-person view (where their avatar is present) of the synthetic world around them. All included studies used the first-person perspective, which was found to be most effective. Five studies incorporated EEG for recording brain responses during experiments, while two studies used transcranial stimulators to enhance the effect of the VR intervention. A couple of studies employed other kinds of devices, such as eye trackers. Regarding the 3D engine used, Unity 3D remains the preferred choice for the development of VR applications in research due to its ease of learning and seamless integration with devices. Conclusions: The review of the selected studies shows that the use of VR devices enhances reinforcement learning, thereby improving motor and cognitive recovery. The emerging operational proposition supports the use of tailor-made techniques in the rehabilitation setting - aimed at improving and evaluating the outcomes of therapeutic interventions in the treatment of neurological patients. Clinical Trial: International database for systematic reviews PROSPERO, ID: 481092 - 22 November 2023.
Campo DC Valore Lingua
dc.authority.ancejournal JMIR XR and Spatial Computing en
dc.authority.orgunit Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI en
dc.authority.orgunit Istituto di Fisiologia Clinica - IFC en
dc.authority.people Magrini M. en
dc.authority.people Curzio O. en
dc.authority.people Dolciotti C. en
dc.authority.people Donzelli G. en
dc.authority.people Imiotti M. C. en
dc.authority.people Minichilli F. en
dc.authority.people Moroni D. en
dc.authority.people Bongioanni P. en
dc.collection.id.s f52d4117-26bf-4290-90fa-19d0610562e7 *
dc.collection.name 01.09 Rassegna bibliografica, critica, sistematica della letteratura scientifica in rivista (Literature review) *
dc.contributor.appartenenza Istituto di Fisiologia Clinica - IFC *
dc.contributor.appartenenza Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI *
dc.contributor.appartenenza Istituto di linguistica computazionale "Antonio Zampolli" - ILC *
dc.contributor.appartenenza.mi 885 *
dc.contributor.appartenenza.mi 918 *
dc.contributor.appartenenza.mi 973 *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.contributor.area Non assegn *
dc.date.accessioned 2025/12/15 09:55:19 -
dc.date.available 2025/12/15 09:55:19 -
dc.date.firstsubmission 2025/12/08 22:10:18 *
dc.date.issued 2025 -
dc.date.submission 2025/12/08 22:10:18 *
dc.description.abstracteng Background: In neurorehabilitation, virtual reality (VR) applications cover a wide range of areas, including the rehabilitation of patients with various types of brain and spinal cord injuries. VR provides the subject multisensory feedback, enhancing neuronal plasticity within the sensorimotor cortex. Objective: The systematic review critically analyses the existing literature on VR applications related to motor problems and somatic representation to propose new tools and experiments. Methods: The Protocol was registered in the international database for systematic reviews PROSPERO (ID: 481092 - 22 November 2023). The review followed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) Guidelines. To implement the search string, a broad overview of previous literature reviews in the field was developed. The databases PubMed, Embase, Scopus, and Web of Science (7 December 2023) were explored, and data regarding study design, methodology, participant characteristics, specific devices and instruments used and tested, body representation, and virtual somatic embodiment were collected. The Newcastle-Ottawa Scale was used to assess the methodological quality of the studies; for case report studies, a dedicated scale was used. Results: The review included 26 studies, mainly clinical trials on neurological patients. Internationally, VR technologies in the period 2008-2023 have evolved significantly; the emergence of inexpensive devices such as Oculus Rift and HTC Vive has stimulated research in this area. The best results have been achieved for patients with sensorimotor deficits. In VR systems, users experience a first- or third-person view (where their avatar is present) of the synthetic world around them. All included studies used the first-person perspective, which was found to be most effective. Five studies incorporated EEG for recording brain responses during experiments, while two studies used transcranial stimulators to enhance the effect of the VR intervention. A couple of studies employed other kinds of devices, such as eye trackers. Regarding the 3D engine used, Unity 3D remains the preferred choice for the development of VR applications in research due to its ease of learning and seamless integration with devices. Conclusions: The review of the selected studies shows that the use of VR devices enhances reinforcement learning, thereby improving motor and cognitive recovery. The emerging operational proposition supports the use of tailor-made techniques in the rehabilitation setting - aimed at improving and evaluating the outcomes of therapeutic interventions in the treatment of neurological patients. Clinical Trial: International database for systematic reviews PROSPERO, ID: 481092 - 22 November 2023. -
dc.description.allpeople Magrini, M.; Curzio, O.; Dolciotti, C.; Donzelli, G.; Imiotti, M. C.; Minichilli, F.; Moroni, D.; Bongioanni, P. -
dc.description.allpeopleoriginal Magrini M.; Curzio O.; Dolciotti C.; Donzelli G.; Imiotti M.C.; Minichilli F.; Moroni D.; Bongioanni P. en
dc.description.fulltext open en
dc.description.numberofauthors 8 -
dc.identifier.doi 10.2196/63487 en
dc.identifier.source orcid *
dc.identifier.uri https://hdl.handle.net/20.500.14243/559511 -
dc.identifier.url https://doi.org/10.2196/63487 en
dc.language.iso eng en
dc.relation.medium ELETTRONICO en
dc.relation.numberofpages 19 en
dc.relation.volume 2 en
dc.subject.keywordseng Body Representation, Embodiment Cognition, Virtual Reality, Augmented Reality, Neurorehabilitation -
dc.subject.singlekeyword Body Representation *
dc.subject.singlekeyword Embodiment Cognition *
dc.subject.singlekeyword Virtual Reality *
dc.subject.singlekeyword Augmented Reality *
dc.subject.singlekeyword Neurorehabilitation *
dc.title Virtual, augmented and mixed reality for motor neurorehabilitation: a scoping review focused on the role of body representation en
dc.type.circulation Internazionale en
dc.type.driver info:eu-repo/semantics/article -
dc.type.full 01 Contributo su Rivista::01.09 Rassegna bibliografica, critica, sistematica della letteratura scientifica in rivista (Literature review) it
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