Such immersion can result in increased embodiment, which has been shown to improve motor-related processes ( Juliano et al., 2020), making HMD–VR especially applicable in the realm of physical rehabilitation.Īlthough HMD–VR emerged only recently, research on its use in rehabilitation is growing rapidly. Compared with VR on a traditional computer screen or tablet, HMD–VR provides an enhanced sense of immersion in the virtual world ( Juliano et al., 2020). Moreover, because users consider the virtual tasks more interesting and enjoyable, the use of VR encourages greater participation and higher levels of engagement in therapy ( Laver et al., 2017). In general, VR, whether on a screen or via HMD–VR, can enable simulated practice of functional tasks at higher dosages than in traditional therapies ( Laver et al., 2017). HMD–VR is an ideal medium for assessment and intervention in physical rehabilitation because it can be tailored to the needs of the patient, can provide personalized feedback on performance, and can allow intervention to take place in a safe and nonthreatening yet realistic environment ( Henderson et al., 2007). Since then, HMD–VR has advanced such that, starting with the release of the Oculus Rift (Oculus VR, Menlo Park, CA) in 2015, the devices are lightweight, portable, and affordable, providing opportunities in a variety of realms, including medicine and rehabilitation ( Rizzo et al., 1997). Sutherland’s initial technology was complex, costly, and so physically massive that it had to be suspended from the ceiling ( Sherman & Craig, 2002). Whereas primitive VR appeared in the late 1800s as stereoscopic photo viewers that added depth to two-dimensional images, the first fully immersive head-mounted display for virtual reality (HMD–VR) was developed by computer scientist Ivan Sutherland in 1968 ( Sherman & Craig, 2002). Virtual reality (VR) refers to “a range of computing technologies that present artificially generated sensory information in a form that people perceive as similar to real-world objects or events” ( Wilson et al., 1997, p. What This Article Adds: We review existing research on how immersive virtual reality (e.g., using head-mounted displays) has been used for different clinical populations in adult physical rehabilitation and highlight emerging opportunities in this field for occupational therapists. Higher quality clinical implementation studies are needed to examine effects on patient outcomes. Study Selection and Data Collection: This scoping review includes 21 experimental studies that reported an assessment or intervention using HMD–VR in a physical rehabilitation context and within the scope of occupational therapy practice.įindings: HMD–VR was used for assessment and intervention for patients with a range of disorders, including stroke, multiple sclerosis, spinal cord injury, and Parkinson’s disease.Ĭonclusions and Relevance: HMD–VR is an emerging technology with many uses in adult physical rehabilitation. Objective: To explore how HMD–VR has been used in adult physical rehabilitation.ĭata Sources: A systematic search of MEDLINE, Embase, Cochrane Library, CINAHL, Web of Science, PsycINFO, and ERIC produced 11,453 abstracts, of which 777 underwent full-text review. Importance: Head-mounted displays for virtual reality (HMD–VR) may be used as a therapeutic medium in physical rehabilitation because of their ability to immerse patients in safe, controlled, and engaging virtual worlds.
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