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: 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 *
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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
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dc.identifier.doi 10.2196/63487 en
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dc.relation.medium ELETTRONICO en
dc.relation.numberofpages 19 en
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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: scoping review focused on the role of body representation en
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isi.contributor.name Massimo -
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isi.contributor.name Gabriele -
isi.contributor.name Maria Cristina -
isi.contributor.name Fabrizio -
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isi.contributor.subaffiliation Inst Informat Sci & Technol Alessandro Faedo -
isi.contributor.subaffiliation Inst Clin Physiol -
isi.contributor.subaffiliation Neurosci Dept -
isi.contributor.subaffiliation Inst Clin Physiol -
isi.contributor.subaffiliation Inst Clin Physiol -
isi.contributor.subaffiliation Inst Clin Physiol -
isi.contributor.subaffiliation Inst Informat Sci & Technol Alessandro Faedo -
isi.contributor.subaffiliation Neurosci Dept -
isi.contributor.surname Magrini -
isi.contributor.surname Curzio -
isi.contributor.surname Dolciotti -
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isi.description.abstracteng Background: Extended reality (XR), encompassing virtual reality, augmented reality (AR), and mixed reality, is increasingly being used in neurorehabilitation to provide multisensory feedback and promote neural plasticity in sensorimotor networks. Objective: This scoping review aimed to (1) examine how XR technologies are applied in motor neurorehabilitation, (2) explore how body representation and somatic embodiment are addressed, and (3) analyze the methodological designs of XR-based interventions. Methods: This review was conducted in accordance with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines, with a comprehensive search across PubMed, Embase, Scopus, and Web of Science from inception to December 2023. Eligible studies included original research involving XR-based interventions explicitly targeting neurorehabilitation. Studies related to somatic embodiment and reporting data on implementation and user outcomes were considered without date restriction. Three independent reviewers conducted screening in Covidence. The following variables were extracted: study design, participant characteristics, XR devices and software, experimentation details, treatment approaches, and evaluation methods. Methodological quality of the included studies was assessed using the Newcastle-Ottawa Scale and the Murad Scale. Findings have been presented in tabular and narrative formats. Results: Twenty-six studies met the inclusion criteria, and these were mainly clinical trials involving patients with neurologi-cal conditions, particularly poststroke status (n=6) and spinal cord injury (n=2). Several studies provided physiological data, including electroencephalography (n=12), electromyography (n=2), magnetic resonance imaging (n=1), galvanic skin response (n=1), electrodermal activity (n=1), and motor-evoked potential data (n=1). Two studies used noninvasive brain stimulation, and another two used eye tracking. Most studies (n=17) used built-in motion sensors; however, some (n=8) analyzed the data quantitatively. Unity 3D was the most frequently used development platform (n=8). First-person (n=20) and third-per-son (n=2) perspectives were used, and 4 studies combined both perspectives. Interventions mainly targeted sensorimotor deficits, with improvements in motor and cognitive performance. Sixteen studies addressed body perception, focusing on limb embodiment. Questionnaires were the most frequently used evaluation tools (n=18), and 3 studies used standardized tests. Some studies (n=7) investigated body ownership under visuomotor inconsistencies with or without visuotactile stimulation. XR was primarily applied to enhance sensorimotor recovery and assess device feasibility. Few studies directly measured embodiment (n=4), ownership (n=2), or self-location (n=2). The ability of XR platforms to deliver multisensory feedback appears to facilitate sensorimotor learning and support a more accurate body schema. Conclusions: Evidence from the studies supports the usefulness of XR in enhancing reinforcement learning and facilitating recovery in neurorehabilitation. Tailored XR approaches, which are grounded in embodiment principles and patient-specific needs, show promise for improving outcomes in neurological rehabilitation programs. The AR paradigm, which could offer several advantages, was not explored in depth, perhaps due to its difficult implementation during the period considered. Trial Registration: PROSPERO CRD42023481092; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023481092 *
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scopus.contributor.subaffiliation Institute of Information Science and Technologies;Alessandro Faedo; -
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scopus.description.abstracteng Background: Extended reality (XR), encompassing virtual reality, augmented reality (AR), and mixed reality, is increasingly being used in neurorehabilitation to provide multisensory feedback and promote neural plasticity in sensorimotor networks. Objective: This scoping review aimed to (1) examine how XR technologies are applied in motor neurorehabilitation, (2) explore how body representation and somatic embodiment are addressed, and (3) analyze the methodological designs of XR-based interventions. Methods: This review was conducted in accordance with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines, with a comprehensive search across PubMed, Embase, Scopus, and Web of Science from inception to December 2023. Eligible studies included original research involving XR-based interventions explicitly targeting neurorehabilitation. Studies related to somatic embodiment and reporting data on implementation and user outcomes were considered without date restriction. Three independent reviewers conducted screening in Covidence. The following variables were extracted: study design, participant characteristics, XR devices and software, experimentation details, treatment approaches, and evaluation methods. Methodological quality of the included studies was assessed using the Newcastle-Ottawa Scale and the Murad Scale. Findings have been presented in tabular and narrative formats. Results: Twenty-six studies met the inclusion criteria, and these were mainly clinical trials involving patients with neurological conditions, particularly poststroke status (n=6) and spinal cord injury (n=2). Several studies provided physiological data, including electroencephalography (n=12), electromyography (n=2), magnetic resonance imaging (n=1), galvanic skin response (n=1), electrodermal activity (n=1), and motor-evoked potential data (n=1). Two studies used noninvasive brain stimulation, and another two used eye tracking. Most studies (n=17) used built-in motion sensors; however, some (n=8) analyzed the data quantitatively. Unity 3D was the most frequently used development platform (n=8). First-person (n=20) and third-per-son (n=2) perspectives were used, and 4 studies combined both perspectives. Interventions mainly targeted sensorimotor deficits, with improvements in motor and cognitive performance. Sixteen studies addressed body perception, focusing on limb embodiment. Questionnaires were the most frequently used evaluation tools (n=18), and 3 studies used standardized tests. Some studies (n=7) investigated body ownership under visuomotor inconsistencies with or without visuotactile stimulation. XR was primarily applied to enhance sensorimotor recovery and assess device feasibility. Few studies directly measured embodiment (n=4), ownership (n=2), or self-location (n=2). The ability of XR platforms to deliver multisensory feedback appears to facilitate sensorimotor learning and support a more accurate body schema. Conclusions: Evidence from the studies supports the usefulness of XR in enhancing reinforcement learning and facilitating recovery in neurorehabilitation. Tailored XR approaches, which are grounded in embodiment principles and patient-specific needs, show promise for improving outcomes in neurological rehabilitation programs. The AR paradigm, which could offer several advantages, was not explored in depth, perhaps due to its difficult implementation during the period considered. Trial Registration: PROSPERO CRD42023481092; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023481092. *
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scopus.title Virtual, Augmented, and Mixed Reality for Motor Neurorehabilitation: Scoping Review Focused on the Role of Body Representation *
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