Articles published on Virtual rehabilitation
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- New
- Research Article
- 10.1093/schbul/sbag003.097
- Feb 13, 2026
- Schizophrenia Bulletin
- Qingyue Kong
Abstract Background In the treatment of schizophrenia, traditional drug therapy has a bottleneck in improving patients’ emotional apathy, depression, and social withdrawal behavior. Physical rehabilitation resources are limited by space and manpower allocation, making it difficult to achieve high-frequency personalized training. Currently, computer network technology provides a controllable virtual interactive medium for mental rehabilitation, and by building a low social pressure digital environment, it is expected to become a new way to regulate patients’ psychological functions. Therefore, the study investigated the intervention efficacy of structured computer network environment on negative emotions and adaptive behaviors in patients with schizophrenia, in order to demonstrate the clinical value of digital methods in psychiatric adjuvant therapy. Methods 160 patients with chronic schizophrenia in a closed ward of a mental health center were selected as experimental subjects and divided into a network intervention group and a conventional control group, with 80 patients in each group. The control group maintained the original atypical antipsychotic drug treatment and routine nursing care. On this basis, the network intervention group entered a specially designed LAN virtual community rehabilitation system for training, including emotion recognition interactive games, network social scenario simulation, and cognitive task collaboration. The frequency was 5 times a week, each session lasting 60 minutes, with a continuous intervention period of 24 weeks. The study used the Positive and Negative Syndrome Scale (PANSS) to assess the severity of psychiatric symptoms, and introduced the Nurses’ Observation Scale for Inpatient Evaluation (NOSIE) and Self Rating Depression Scale (SDS) to evaluate patients’ hospitalization behavior and depressive mood, respectively. Results After 24 weeks of systematic intervention, experimental data showed that the online intervention group was significantly better than the conventional control group in improving emotional delay and enhancing positive social behavior. There was no statistically significant difference in baseline indicators between the two groups at the time of enrollment, but there were significant statistical differences in various indicators after intervention. Among them, the SDS depression index of the online intervention group decreased to 41.23 points, significantly lower than the control group’s 52.45 points, and the difference was statistically significant (p<.05). The instant feedback and achievement reward mechanism in the online environment effectively alleviate patients’ low mood. At the same time, the total score of NOSIE reflecting behavioral function reached 168.34 in the online intervention group, and the social interest factor score improved significantly, indicating that online virtual social training can gradually be transferred to the real environment, promoting the benign reshaping of patients’ interpersonal communication initiative and social adaptation behavior. Discussion Structured interventions in computer network environments can effectively compensate for the shortcomings of simple drug therapy in improving negative symptoms and emotional disorders, and reduce patients’ social anxiety by simulating safe social situations. Future research directions should focus on developing immersive rehabilitation systems that combine virtual reality technology with wearable biofeedback devices, in order to further explore personalized mental rehabilitation pathways based on artificial intelligence algorithms.
- New
- Research Article
- 10.1038/s41598-026-35092-6
- Feb 4, 2026
- Scientific Reports
- Ali Khalilianmotamed Bonab + 5 more
Immersive Virtual Reality (iVR) interventions have emerged as effective complements to conventional rehabilitation, with advantages in terms of flexible parametrization, extended data recording and patient engagement. Home-rehabilitation is another impactful, yet unexplored potential. A key requirement is ensuring that patients execute tasks with proper motor coordination and postural awareness: to this end, tactile sensory feedback can be introduced to enhance both immersion and motor guidance. We investigate here the efficacy and the effects on motor coordination of tactile guidance provided within an iVR rehabilitation serious game. A wearable haptic armband, delivering directional continuous and vibrotactile feedback, has been developed to guide grasping and pronosupination tasks. We evaluated the interaction on motor control and task execution using objective performance metrics, biomechanical responses, and subjective assessments, in a group of 12 healthy subjects, and a preliminary feasibility study with two participants with stroke. Findings show that haptic guidance in iVR statistically significantly enhances movement precision, reduces variability, and induces adaptive changes in muscle coordination. Feedback from clinical tests further indicates preliminary indications of usability and acceptability of the developed technology as part of a rehabilitation program. These results underscore the promise of haptic-enriched iVR systems for advancing both clinical and home-based motor rehabilitation.
- New
- Research Article
- 10.1109/toh.2026.3657764
- Jan 26, 2026
- IEEE transactions on haptics
- Tianshi Gao + 5 more
Electrical stimulation virtual vibration is widely used in fields like virtual reality and medical rehabilitation. However, its parameter optimization still relies on subjective psychological evaluation. This approach lacks objective quantitative criteria. The purpose of this paper is to investigate the neural response relationship between low-frequency vibration stimulation and electrical stimulation using EEG technology, providing quantitative theoretical support for optimizing electrical stimulation parameters. This paper employs a custom-built electrical stimulation system (incorporating a flexible electrode array) to conduct tactile EEG experiments with 42 participants under both electrical stimulation and vibration stimulation conditions. We extract beta-band power spectral density (PSD) and regional permutation entropy (PE) features for the two types of stimulation. Results demonstrate that under vibration stimulation, PSD at C6 and T8 channels exhibit positive correlation with frequency, while PE in the right central region and right temporal-frontal-parietal region shows positive correlation with amplitude. During electrical stimulation, corresponding neural features follow analogous patterns. For both modalities, PSD-frequency correlations (Pearson's r > 0.84) and PE-amplitude correlations (r > 0.68) achieve statistically significant levels. Finally, we conducted classification experiments using a k-nearest neighbor (kNN) classifier, with EEG features from vibratory stimulation as the training set and EEG features from electrical stimulation as the test set. The results show that the accuracy reached 66.7% for the frequency discrimination task, while the average accuracy for the amplitude discrimination task was 67.9%. These findings demonstrate significant similarity in neural signatures elicited by low-frequency vibration stimulation (1-15 Hz) and electrical stimulation. Our study provides new insights for quantifying the refinement of electrical stimulation parameters.
- Research Article
- 10.9734/jerr/2026/v28i11774
- Jan 16, 2026
- Journal of Engineering Research and Reports
- Anjali Kide-Nandedkar + 6 more
Artificial intelligence (AI) has emerged as a transformative force in healthcare, offering innovative solutions across clinical, diagnostic, and administrative domains. By leveraging advanced computational techniques such as machine learning, deep learning, and natural language processing, AI systems are increasingly integrated into medical imaging, disease diagnosis, personalized treatment planning, virtual healthcare delivery, drug discovery, patient monitoring, and rehabilitation services. These technologies enable the analysis of large and complex datasets with high precision, thereby improving diagnostic accuracy, enhancing clinical decision-making, and supporting evidence-based medical practice. AI-driven tools have demonstrated the potential to outperform conventional methods in specific tasks, particularly in image-based diagnostics and predictive analytics, while simultaneously reducing human error and operational inefficiencies. In addition to clinical applications, AI contributes significantly to healthcare management by automating administrative processes, optimizing resource allocation, and reducing clinician workload. The rapid adoption of AI during the COVID-19 pandemic further underscored its importance in disease surveillance, risk prediction, patient triage, and healthcare system preparedness. Despite these advancements, challenges related to data privacy, ethical considerations, algorithmic bias, interpretability, and regulatory compliance remain critical barriers to widespread implementation. This review was conducted through a structured analysis of recent peer-reviewed literature retrieved from major scientific databases like PubMed, Elsevier, etc. This review provides a comprehensive overview of the current applications of artificial intelligence in healthcare, highlighting recent technological advances, clinical benefits, and implementation challenges. Furthermore, it discusses future perspectives and the role of AI in shaping resilient, efficient, and patient-centered healthcare systems. Overall, artificial intelligence represents a key enabling technology for advancing modern, data-driven healthcare and improving patient outcomes on a global scale.
- Research Article
- 10.1186/s12984-026-01875-1
- Jan 15, 2026
- Journal of neuroengineering and rehabilitation
- Fangfang Qian + 4 more
A bilateral upper limb interactive game-based virtual reality rehabilitation system for stroke patients: a usability and clinical study.
- Research Article
- 10.1016/j.ajpc.2026.101411
- Jan 5, 2026
- American Journal of Preventive Cardiology
- Sri Nuvvula + 5 more
Quality-of-life and functional outcomes in virtual vs traditional cardiac rehabilitation: A retrospective cohort study
- Research Article
- 10.1186/s13102-025-01492-w
- Dec 23, 2025
- BMC Sports Science, Medicine and Rehabilitation
- Zahra Fallah + 4 more
BackgroundCardiovascular diseases (CVDs) are a leading cause of death globally, yet patient participation in traditional cardiac rehabilitation programs is low. Home-based rehabilitation, especially when supported by technology, offers a promising alternative. This study aimed to determine the effectiveness of a home-based virtual exercise rehabilitation program, based on the Health Action Process Approach, for improving physical activity and psychological constructs in patients with myocardial infarction.MethodsThis Randomized Controlled Trial involved a control and an intervention group, with data collected at baseline, post-intervention, and a 6-month follow-up. The intervention group received an 8-week program via a mobile app that included motivational content (e.g., perceived threat) and volitional strategies (e.g., self-efficacy). Physical activity was measured using the IPAQ, and psychological constructs were assessed with a HAPA-based questionnaire.ResultsAt baseline, there were no significant demographic differences between groups. Post-intervention, the intervention group showed significant increases in perceived threat (P = 0.000), outcome expectations (P = 0.04), and self-efficacy (P = 0.02) compared to the control group. The significant time x group interaction for perceived threat (P = 0.000) indicated a greater rate of change in the intervention group. While there were no significant group differences for perceived barriers, both groups showed significant changes over time. At the 6-month follow-up, the intervention group had a significantly greater increase in physical activity (P = 0.02) than the control group.ConclusionsThe findings suggest that a home-based virtual exercise program based on the HAPA is an effective and sustainable approach to improving physical activity and key psychological factors in patients with myocardial infarction. These results support the use of targeted digital interventions to enhance patient outcomes in cardiac rehabilitation.Trial registrationThis study has been registered in the Iranian Registry of Clinical Trials. Registration number: IRCT20210509051235N1. Date of registration: 2021-11-06. (https://irct.behdasht.gov.ir/trial/56204)Supplementary InformationThe online version contains supplementary material available at 10.1186/s13102-025-01492-w.
- Research Article
- 10.1002/pri.70151
- Dec 19, 2025
- Physiotherapy research international : the journal for researchers and clinicians in physical therapy
- Benjamín Peralta-Wieland + 3 more
Immersive virtual reality (IVR)-based rehabilitation provides high-intensity, engaging, task-oriented training and motor exploration for upper limb (UL) recovery post-stroke. However, its feasibility and dose-response in acute and subacute stroke patients remain unclear. The purpose of this study was to evaluate the feasibility, safety and dose-response of IVR-based rehabilitation for post-stroke UL recovery. A pilot trial included 12 acute and subacute stroke patients (mean age 59.8±14.2years) with upper limb impairment randomized into two groups: Group A (10 IVR sessions+conventional rehabilitation [CR]) and Group B (20 IVR sessions+CR). Feasibility outcomes included adherence, usability (User Satisfaction Evaluation Questionnaire [USEQ], System Usability Scale [SUS]), system operability, and adverse effects. Motor outcomes, categorized by the International Classification of Functioning, Disability, and Health (ICF), assessed UL impairment (Fugl-Meyer Assessment, Medical Research Council scale), activity (Box and Block Test), and participation (Motor Activity Log 30). Blinded therapists conducted assessments at baseline, post-intervention, and 4-week follow-up. Dose-response was analyzed using Probability of Superiority (PS). Feasibility was high, reporting 98% adherence, favorable usability scores (USEQ: 81.6±15; SUS: 77.5±7.4), efficient setup time (5.14±1.57min), system stability (77.86±6.78%) and no severe adverse effects. Clinically meaningful motor improvements were observed across all ICF domains in both groups. Although the sample size was insufficient for inferential testing, descriptive trends and PS values above 75% suggested a potential dose-response trend favoring higher IVR exposure. IVR-based rehabilitation showed high feasibility, safety, and improvements in motor recovery, with a dose-response trend favoring higher doses. These findings align with evidence that IVR enhances neuroplasticity-driven recovery through high-intensity, engaging, exploratory, and task-oriented upper limb training. Despite the small sample and brief follow-up, this study provides key data to guide larger trials on efficacy and optimal dosing. ClinicalTrials.gov, https://clinicaltrials.gov/study/NCT07086365, NCT07086365.
- Research Article
- 10.34172/rdme.025.33371
- Dec 17, 2025
- Research and Development in Medical Education
- Kaveh Korpi + 3 more
Background: Students with learning disabilities encounter significant cognitive and academic challenges, particularly in memory and mathematical concept acquisition. This study evaluated the efficacy of virtual reality (VR)-based cognitive rehabilitation on memory and mathematical concept learning in students with learning disabilities. Methods: This randomized controlled trial employed a pre-test, post-test, and follow-up design with a control group. The statistical population included all male and female second and third-grade elementary students with learning disabilities receiving educational and rehabilitation services at the Dezful Developmental and Educational Assessment Center in 2024. A convenience sample of 30 participants (15 per group) was selected based on inclusion criteria and randomly assigned to either the experimental or control group. The research instruments included the N-Back working memory task and the Key-Math mathematical concept learning test. The experimental group underwent 10 sixty-minute VR-based cognitive rehabilitation sessions, while the control group received standard educational services. Data were analyzed using repeated measures analysis of variance (ANOVA). Results: VR-based cognitive rehabilitation significantly improved memory (mean difference: 30.75 for number of correct responses, 23.18 for percentage of responses) and mathematical concept learning (mean difference: 22.50) in the post-test phase (P<0.001), with effects sustained at follow-up. Conclusion: VR-based interventions significantly enhance memory and mathematical learning in students with learning disabilities, offering a novel approach to cognitive rehabilitation.
- Research Article
- 10.1038/s41746-025-02171-3
- Dec 9, 2025
- NPJ Digital Medicine
- Tiantaixi Tu + 7 more
Parkinson’s disease, cognitive impairment, and multiple sclerosis are neurodegenerative conditions contributing to a huge health burden globally. Virtual reality rehabilitation has emerged as a promising intervention, but its comparative effectiveness across different types of neurodegenerative conditions must be further elucidated. Relevant studies were retrieved from the PubMed database, Cochrane Library, and Web of Science Core Collection database. Randomized controlled trials, meta-analyses, and systematic reviews investigating virtual reality interventions for neurodegenerative diseases were incorporated and evaluated. Following a thorough, methodical, and systematic screening process, 99 high-quality studies were ultimately incorporated. The findings corroborate the efficacy of immersive, semi-immersive, and non-immersive virtual reality interventions in cognitive and motor rehabilitation for patients with neurodegenerative diseases. Virtual reality rehabilitation shows great potential in improving motor function, cognitive function, and quality of life in patients with neurodegenerative diseases. Future research should focus on standardizing protocols and exploring the underlying neurobiological mechanisms to optimize its clinical use.
- Research Article
- 10.1007/s10055-025-01253-7
- Dec 4, 2025
- Virtual Reality
- Maia Coox + 5 more
Abstract Virtual reality (VR) rehabilitation can complement traditional therapy by enhancing motivation and exercise quality, while effectively supporting the transfer of skills to real-world tasks. We present a VR interaction system based on hand tracking, developed by a multidisciplinary team of clinicians and engineers, designed to support a variety of hand interactions. The system features adjustable task difficulty and requirements, performance metrics, visual error augmentation (EA), and audio-visual signifiers to guide user interactions. A proof-of-concept rehabilitation game was tested with non-expert (N = 7) and expert occupational therapists (N = 5). Participants completed tasks including grabbing objects, pinching, pulling handles, tracing paths, and making hand gestures. Usability was the primary study outcome, with results indicating high usability scores: a modified System Usability Scale (SUS) of 88.9 for non-experts and 74.5 for experts. Expert participants unanimously recognised the system’s potential for rehabilitation and identified multiple clinical populations that could benefit from its functionalities. However, findings also highlight the need to improve the communication of virtual object affordances, which may influence user engagement and task performance.
- Research Article
- 10.1684/dea.2025.0346
- Dec 1, 2025
- Douleur et analgésie
- A Marteu
Virtual reality and rehabilitation: feedback from experiences in geriatrics
- Research Article
- 10.1136/bmjopen-2025-112196
- Dec 1, 2025
- BMJ Open
- Ilona Vieira Jales + 12 more
IntroductionCancer-related cognitive impairment is frequently reported by patients with breast cancer after chemotherapy. These difficulties can hinder return to work. It is therefore particularly important to assess and manage these impairments, especially to facilitate employment. We propose the Cog-VR pilot study to assess patient adherence to a virtual reality (VR)-based cognitive rehabilitation programme to support employment.Methods and analysisThis prospective interventional pilot study aims to assess adherence to a VR-based cognitive rehabilitation programme in patients with breast cancer (n=23) treated by chemotherapy reporting cognitive complaints following cancer and its treatments. The programme consists of six weekly individual sessions (1 hour/week), including cognitive training, psychoeducation and VR immersion (10–15 min). VR tasks train executive functions, attention, memory and processing speed. The primary endpoint is the programme adherence, defined as completing at least five out of six VR sessions, each lasting a minimum of 5 min. The main secondary endpoints are objective cognitive tests and patient-reported outcomes (subjective cognitive functioning (Functional Assessment of Cancer Therapy—Cognitive Scale), anxiety/depression (Hospital Anxiety and Depression Scale) and fatigue (Functional Assessment of Chronic Illness Therapy—Fatigue)) assessed before and after the programme. Furthermore, cyber sickness (Simulator Sickness Questionnaire) at each session, VR usability (System Usability Scale—third session) and patient satisfaction to the programme will also be assessed.Ethics and disseminationThe study was approved by the local ethics committee (French Ouest II personal protection committee no. ID RCB: 2023-A02163-42) on January 2024. It was validated by the review board of the participating center. An individual participant data-sharing statement is not planned. Written informed consent will be obtained from all patients before any study procedure. The results of this pilot study will be disseminated through peer-reviewed journals and conference presentations.Trial registration numberNCT06267014.
- Research Article
- 10.1038/s41598-025-25674-1
- Nov 25, 2025
- Scientific reports
- Amanpreet Chander + 2 more
Patients recovering from stroke often struggle with their rehabilitation exercises at home, with personal therapists being both costly and potentially unavailable. Virtual rehabilitation programs may assist the patients by providing quantitative and qualitative feedback. The critical step for these automated systems is identifying and segmenting the performed activities for repetitions, making repetition counting an essential component. For this, an affordable, robust and generalized system is required. Previous works utilize expensive systems like Vicon and Kinect (discontinued), or require extensive training and are incapable of live counting. In this study, we propose a live repetition counter that works on RGB videos with Mediapipe, used for joint extraction. Also, we utilized action recognition (12 activities) using a lightweight transformer-based model. We employed a four-axis variance mechanism to monitor the motion across any arbitrary axis combined with the autocorrelation method to identify repetitions across random patterns. Our system was evaluated on a custom RGB dataset as well as the benchmark datasets UI-PRMD and KIMORE, achieving mean MAE values of 3.2733 and 1.4467, respectively, along with real-time validation through preliminary experiments. For activity recognition, the model achieved F1-score value up to 0.996. Relying solely on the RGB camera, our approach ensures practicality for home rehabilitation.
- Research Article
- 10.1097/md.0000000000045950
- Nov 21, 2025
- Medicine
- Hui Yi + 3 more
This study evaluates the effects of virtual reality (VR) rehabilitation on motor coordination and social interaction in children with autism and explores related neural mechanisms and caregiver perspectives. A retrospective analysis was conducted on 80 children with autism who underwent either VR-based or conventional rehabilitation. Outcomes included motor performance, social behaviors, training adherence, caregiver satisfaction, and brain activation assessed by functional near-infrared spectroscopy. Compared with conventional training, VR rehabilitation was associated with greater improvements in motor coordination and social engagement. Enhanced activation was observed in brain regions linked to motor control and social cognition. Higher training adherence was positively correlated with caregiver satisfaction. VR-based rehabilitation can effectively support motor and social development in children with autism while improving treatment adherence and caregiver acceptance. These findings highlight VR as a promising tool for personalized pediatric neurorehabilitation.
- Research Article
- 10.1093/ptj/pzaf137
- Nov 20, 2025
- Physical Therapy
- Adria Quigley + 12 more
ABSTRACTImportanceVirtual reality (VR) has been introduced to stroke rehabilitation along with omnidirectional (360°) treadmills to promote improvements in walking and balance.ObjectiveThe primary objective was to develop a rehabilitation omni-VR game and estimate the feasibility and usability of the game according to individuals with chronic stroke and physical therapists. The secondary objective was to generate preliminary walking characteristics and postural sway data among survivors of stroke.DesignThis was a mixed-methods feasibility study.SettingThis study took place at a stroke research lab in Halifax, Canada.ParticipantsThe participants were individuals with chronic stroke and stroke rehabilitation physical therapists.ExposureThe research team developed a VR game involving 8 walking and balance tasks on an omnidirectional treadmill. Physical therapists and survivors of stroke tested the game in a single session and participated in a semi structured interview.Main Outcomes and MeasuresMain outcomes and measures were recruitment rate, user experiences, participant burden, technical issues, safety, and exercise dose. Descriptive statistics were calculated for feasibility outcomes and interview data were analyzed using reflexive thematic analysis.ResultsEight survivors of stroke (4 female, 4 male) and 4 female physical therapists participated in the study. Feasibility and usability targets were met, except for user experience scores and technical issues. For survivors of stroke, the mean steps taken during the VR game was 693.0 (standard deviation, SD = 223.6), they reached 66.4% SD = 10.7 of predicted maximum heart rate, and the mean game testing time was 25.5 minutes SD = 13.5. Five qualitative themes emerged: benefits of the omni-VR system, difficulties & challenges with omni-VR, suggestions for improvements, application to rehabilitation, and safety of the system.ConclusionsThere is preliminary evidence for the feasibility of omni-VR for stroke rehabilitation.RelevanceThe VR game appears to be of adequate intensity, provides a larger number of repetitions, and is of comparable duration to traditional rehabilitation sessions.
- Research Article
- 10.1097/phm.0000000000002872
- Nov 19, 2025
- American journal of physical medicine & rehabilitation
- Shahid Ishaq + 3 more
This systematic review and meta-analysis evaluated the effectiveness of fully immersive virtual reality (IVR) and fully immersive virtual environment (IVE) in improving balance, motor function, cognitive performance, and quality of life in individuals with Parkinson's disease (PD), compared to conventional treatment (CT). PubMed, Cochrane Library, and Web of Science were searched up to April 2025. Of the 983 studies screened, 13 studies met the inclusion criteria, following the PRISMA guidelines. Individuals with PD receiving fully IVR/IVE rehabilitation were included compared to CT. The meta-analysis only included RCTs and was conducted using RevMan 5.4.1 with a random-effects model and 95% confidence intervals. Fully IVR/IVE significantly improved dynamic balance TUG(s) test and motor function (UPDRS-III) with low heterogeneity, and quality of life (PDQ-39) with high heterogeneity (I2 > 50%) compared to CT. No significant changes were found for the static balance (BBS), Tinetti scale (TS), and Falls Efficacy Scale-International (FES-I). Rehabilitation integrating fully IVR/IVE showed greater effectiveness than conventional treatment in improving dynamic balance, motor function, and quality of life in individuals with PD. Future RCTs with larger samples and extended follow-up are necessary to strengthen the evidence.
- Research Article
- 10.1007/s00586-025-09501-9
- Nov 7, 2025
- European spine journal : official publication of the European Spine Society, the European Spinal Deformity Society, and the European Section of the Cervical Spine Research Society
- Elif Yagmur Ozger + 3 more
To investigate the effectiveness of a virtual reality-based rehabilitation (VRBR) program in individuals with Adolescent Idiopathic Scoliosis (AIS) who have undergone posterior fusion surgery (PSF). A total of 28 AIS patients who had undergone PSF surgery were included in the study. Participants were randomly assigned to either the VRBR group (n = 14) or the Control group (n = 14). The VRBR group received a rehabilitation program using the Kinect Xbox 360 for 30min, twice a week, over a period of 6 weeks. The Control group was prescribed a comparable set of exercises to be performed as a home-based program over the same duration. Spinal mobility was assessed using the Modified Schober Test, and respiratory muscle strength was measured with a portable Micro RPM device. Physical activity levels were monitored using a pedometer, kinesiophobia was evaluated using the Tampa Scale for Kinesiophobia (TSK), quality of life was assessed via the Scoliosis Research Society-22 Questionnaire (SRS-22), and spinal balance was evaluated using full-spine radiographs (orthoroentgenograms). In the VRBR group, statistically significant improvements were observed in spinal mobility, MIP, MEP, physical activity level, TSK, and SRS-22 scores (p < 0.0001), as well as in coronal balance parameters including CSVL-C7PL (p = 0.041), sagittal vertical axis (SVA) (p = 0.01), and pelvic tilt (p < 0.0001) when compared to baseline. In contrast, no statistically significant improvements were found in any of the assessed parameters within the Control group (p > 0.05). Between-group comparisons revealed statistically significant improvements in favor of the VRBR group in spinal mobility (p = 0.048), MIP (p = 0.029), and physical activity levels (p < 0.01). The findings suggest that VR-based rehabilitation contributes positively to postoperative outcomes in AIS, with notable advantages in terms of spinal mobility, respiratory function, and physical activity.
- Research Article
- 10.1177/21925682251389598
- Nov 7, 2025
- Global spine journal
- Surbhi Kaura + 2 more
Study DesignProspective pre-post interventional study.ObjectivesTo evaluate the effects of epidural spinal cord stimulation (ESCS) combined with task-specific rehabilitation on mobility, sitting balance, bladder control, lower limb strength, and postural stability in individuals with spinal cord injury.MethodsFifteen participants with chronic thoracic SCI received daily ESCS sessions combined with physiotherapy and Tyromotion-based robotic balance training for 8 weeks. Outcome measures included: Timed Up and Go (TUG) test for mobility, Walking Index for Spinal Cord Injury II for ambulatory function, Neurogenic Bladder Symptom Score for bladder control, Manual Muscle Testing for knee extension strength, and anterior-posterior displacement for postural stability and Modified Ashworth Scale (MAS) for spasticity from.ResultsAll participants successfully completed the study. The Timed Up and Go (TUG) test time significantly improved from 430.25 ± 265.2 seconds to 141.9 ± 92.6 seconds (P < 0.001). The Walking Index for Spinal Cord Injury II (WISCI II) score increased markedly from 0.07 ± 0.26 to 6.07 ± 1.03 (P < 0.001). Antero-posterior (AP) displacement during standing balance decreased from 18.2 ± 3.5mm to 11.4 ± 2.9mm (P < 0.001), indicating enhanced static postural control. The Neurogenic Bladder Symptom Score (NBSS) improved significantly, reducing from 24.05 ± 6.91 to 7.4 ± 5.08 (P < 0.001). Manual Muscle Testing (MMT) of knee extension increased from 0.25 ± 0.44 to 3.85 ± 0.37 (P < 0.001). Finally, the Modified Ashworth Scale (MAS) scores were significantly reduced from 3.6 ± 0.257 to 1.26 ± 0. (P < 0.001), reflecting decreased lower limb spasticity.ConclusionsESCS with Tyromotion significantly improves motor strength, trunk balance, gait function, and bladder control in thoracic SCI. These findings support task-specific therapies in SCI recovery programs.
- Research Article
- 10.1093/sexmed/qfaf088
- Nov 6, 2025
- Sexual Medicine
- Andrew G Matthew + 13 more
BackgroundSexual dysfunction is a common and distressing consequence of prostate cancer (PCa) treatment, yet few healthcare institutions offer comprehensive, systematic care, limiting equitable access. Virtual models may improve accessibility and efficiency without sacrificing effectiveness.AimTo assess whether outcomes in the virtual Sexual Health and Rehabilitation eClinic (SHAReClinic) were comparable to those in the in-person Prostate Cancer Rehabilitation Clinic (PCRC) in improving sexual health outcomes for PCa survivors.MethodsA retrospective cohort chart review was conducted on PCa patients enrolled in either the PCRC or SHAReClinic between September 2017 and August 2018, with data collected 12 months post-treatment. Clinic assignment was based on standard care pathways. Sexual health outcomes were measured using the Sexual Health Inventory for Men (SHIM), Sexual Distress Scale (SDS), Male Sexual Health Questionnaire (MSIS), and Expanded Prostate Cancer Index Composite (EPIC-26). Pro-erectile medication usage was also analyzed.OutcomesPrimary outcomes were SHIM and SDS scores. Secondary outcomes included MSIS, EPIC-26 scores, and pro-erectile medication use as an indicator for adherence and ongoing sexual activity.ResultsAmong 98 PCa patients (55 PCRC, 43 SHAReClinic), no significant differences were found in SHIM and SDS scores. While partnered PCRC participants reported significantly higher intimacy on the MSIS compared to partnered SHAReClinic participants (P = .042), no significant differences were found on the EPIC-26 sexual health domain. Pro-erectile medication use was similar in both groups. Multivariable analyses showed comparable outcomes in sexual function, distress, and health-related quality of life, except for intimacy.Clinical ImplicationsSHAReClinic yields comparable outcomes to PCRC and provides an effective, resource-efficient alternative to in-person sexual rehabilitation for PCa patients, particularly in settings with limited accessibility or resources.Strengths and LimitationsThis study provides a comprehensive assessment of sexual health outcomes; however, the small sample size limits generalizability. In addition, there was a significant imbalance in treatment modality, with radiation patients represented only in the SHAReClinic cohort. Further research in larger, more diverse populations with longer follow-up is needed to confirm these findings and better understand intimacy differences.ConclusionSHAReClinic demonstrates outcomes comparable to PCRC in managing sexual dysfunction in PCa patients, offering a viable and accessible option for sexual rehabilitation.