On the following pages we redirect to relevant studies for the use of VR in therapy, mirror therapy, and the approach to our system.
Therapy with Virtual Reality Systems
The -until now- most comprehensive study about Virutal Reality Training with 120 patients. It delivers Class I evidence, that arm training in VR delivers comparable results to conventional therapy and therefore it is a motivating addition to stardard therapy.
A feasibility study that suggests that Virtual Reality Systems for home training are sensible, this should however be further validated in more comprehensive studies.
This analysis shows, that patients tendentially spend more time with Virtual Reality training than with conventional exercises.
This pilot study shows that computer games provide an advantage for the patient (depending on their possibilities) in contrast to traditional exercises for self-training. Plus, patients more often met the requirements for self-training through the support of video games.
A meta study that examined 26 students which distinctly shows the advantage of training in virtual surroundings and commercially available game systems. However, 'conventional therapy' is only losely defined and motivating componants of therapy are not unheeded.
The examination of 1982 patients yielded the evidence that mirror therapy after a stroke results in significant improvement in the areas of pain and movement.
This study of 15 stroke patients could show that the first use of mirror therapy already has an impact on the brain (raised motoric evoked potential).
This study with 30 testers shows that mirror therapy has a comparitive influence to conventional training on muscle growth.
Eine einfach-blind randomisierte Studie mit 41 Probanden, die zeigt, dass Spiegeltherapie ähnlich effektiv ist, wie direkte Therapie mit ähnlichen Übungen.
This small study looks at the effects of mirror therapy on half-paralyzed patients in a four-week timewindow.
Eine Studie darüber, wie Gamification bei physischen Übungen helfen kann und wie diese einbezogen werden muss, um die Komplexität des Themas komplett zu umfassen.
Our own tests and studies
Bachelor Arbeit: „Ansätze zur Barrierefreiheit in Virtual Reality“ von Johannes Höfener
A test system for Virtual Reality Glasses was developed, which had two different kinds of exercise selection and autonomously chosen length of training. Through this it was discovered that barriers with the hardware partly overlap with the interactions inside the games. Testers that got along well with the system thought it was an entertaining and sensible addition to their daily exercise. Through these tests, the doability of such a training was shown and countless other aspects of potential for optimization were determined.