VIRTUAL REALITY VS. AUGMENTED REALITY IN NEUROPHYSIOTHERAPY
DOI:
https://doi.org/10.25215/1105112179.37Abstract
Virtual Reality (VR), and augmented reality (AR) are two digital technology innovations that can be utilized as tools in neuro-physiotherapist's toolkit to assess, treat, educate, monitor, and provide rehabilitative care via remote assessments. There is a growing body of literature demonstrating the potential benefits of digital health technologies; however, there remains an unmet need for easily accessed, low-cost, and on-going rehabilitation services for individuals with complex medical conditions (i.e., spinal cord injury [SCI]). This chapter will explore the application of AR/VR technologies in clinical physiotherapy settings for patients who suffer from non-progressive, impaired motor function, peripheral nerve integrity, and/or sensory integrity secondary to spinal cord dysfunction. Specifically, this chapter will discuss the fully immersed, semi-immersed, and digital overlay model applications of AR/VR in both in-patient and outpatient rehabilitation environments. Additionally, the authors will highlight key competencies for clinicians utilizing these emerging technologies for patient education/training across all levels of injury severity (complete T1 paraplegia vs. incomplete SCI). Finally, this chapter will address the primary benefits of tele-rehabilitation, specifically: increased neuroplasticity, increased patient engagement and participation in therapy sessions, neuropathic pain distraction during treatment, and functional training to promote recovery. Some of the disadvantages/challenges of incorporating AR/VR technology into a therapist's daily routine: cybersickness, technological limitations (cost/equipment availability), lack of digital literacy among therapists and patients alike, high cost of equipment (purchase/rental/maintenance), and safety concerns specific to certain populations (e.g., acute cervical injury/syncope/orthostatic hypotension) are also evaluated.Published
2026-06-04
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