From Virtual to Real | Unleashing Potential in Stroke Rehabilitation with VR
Given the frequency of brain damage in the population and the need for innovative rehabilitation approaches, it is critical to investigate the possibilities offered by cutting-edge technology.
When compared to real-world tasks, virtual reality (VR) has the potential to support current rehabilitation procedures by providing new opportunities for learning, responding to, and accomplishing activities in less complex ways that involve a simplified cognitive load, greater repetition, and progressive training.
Physical exercise and cognitive training can be used independently or together, depending on the therapeutic goal. VR enables the delivery of finely calibrated multimodal stimuli for information feedback or errorless learning methodologies in this regard.
Consumers and vendors are collaborating to create cutting-edge products that increase sales and earnings for both parties, allowing organisations and manufacturers to prosper and grow their operations through creative procurement methods. They employ innovative techniques and take an integrated approach to product development by incorporating a variety of approaches into their operations.
While non-invasive brain stimulation (NIBS) can change the neurophysiology that underpins cognitive functioning, virtual reality (VR) provides a controlled and appealing environment that can be tailored to the patient's specific demands. Many studies have suggested that combining these technologies may be more effective than using them separately for this purpose.
It has been used to treat spider phobia, induce embodiment for an artificial hand, and to intervene with a diverse group of people, including healthy adults, post-stroke patients, and children with cerebral palsy.
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Key Market Segments Covered in the VR Stroke Rehabilitation Industry Research
Patient Type:
- Short Term Patients
- Long Term Patients
Service Provider:
- Hospitals
- Clinics
- Rehabilitation Centers
- Homecare settings
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