Dynamic technological development and its enormous impact on modern societies are posing new challenges for 21st-century neuroscience. A special place is occupied by technologies based on virtual reality (VR). VR tools have already played a significant role in both basic and clinical neuroscience due to their high accuracy, sensitivity and specificity and, above all, high ecological value. Being in a digital world affects the functioning of the body as a whole and its individual systems. The data obtained so far, both from experimental and modeling studies, as well as (clinical) observations, indicate their great and promising potential, but apart from the benefits, there are also losses and negative consequences for users.
Applications of VEs | Authors | Descriptions of VR Approaches, Basic Results and Conclusions |
---|---|---|
Experimental and modeling studies with healthy participants in real and virtual environments (VEs) | Kodithuwakku et al. 2024 [4] |
Researchers investigated the effects of virtual heights, dual-tasking (DT) and training on static postural stability in healthy adults without simulator/motion sickness and acrophobia. The results of modeling VEs showed that static balance deteriorates at higher VR altitudes and during DT and improves with VR training (but excessive visual stimulation reduced cortical response and postural control ability [24]). The authors suggest that VR can be used as a potential tool for ergonomic balance training (e.g., as strategies to prevent falls in workplaces). |
Benelli et al. 2023 [45] |
Researchers emphasize that there is not yet an effective solution to the problem of cybersickness (CS) and propose an innovative approach for a frequency-dependent reduction in CS in VR via transcranial oscillatory stimulation of the vestibular cortex. The authors indicate that the new approach may be used to treat a variety of vestibular dysfunctions. | |
Brock et al. 2023 [46] |
The modeling study examined movement kinematic and postural control for visual–motor skills during golf playing in real and VR environments in novice golfers (students). The results showed differences in putter swing between real and virtual reality, as well as between VE with and without haptic information. The authors note the possibility of different motor learning transfers in the conditions tested. | |
Sokołowska 2021 [19][20] |
The research proposed a novel model-based approach to assessing functional lateralization of the brain and demonstrated highly effective recognition of functional and postural asymmetries using non-immersive VE in healthy adults. | |
Pain Procedural pain Neuropathic pain Phantom limb pain (PLP) |
Li et al. 2023 [47] |
The research team proposed an interesting project to explore the analgesic effect of VE in healthy adults. The researchers compared the effect of immersive VR and no VR control on pain perception. The authors pointed to the analgesic benefits of VR and concluded that the VR findings support further development of digital healthcare. |
Phelana et al. 2023 [48] |
The study describes the process of designing, testing and implementing a VR system in a hospital setting. In the experimental phase, the study was conducted on healthy adults, and pain was induced through cold pressor. The effectiveness of the VR system was then tested on burn-injured patients. The results show that prolonging the use of VR after a therapy session can help treat procedural pain more effectively. | |
Aurucci et al. 2023 [36] |
Researchers proposed novel non-pharmacological interventions, such as transcutaneous electrical nerve stimulation (TENS) to activate peripheral pain relief via neuromodulation and VR to modulate patients’ attention. This is an example of a brain–computer interface enabling personalized multisensory intervention in neuropathic pain (i.e., a comprehensive approach to individualized therapy). The study demonstrates the feasibility of real-time pain detection based on objective neurophysiological signals and the effectiveness of a triggered combination of VR and TENS to significantly reduce neuropathic pain. | |
Annapureddy et al. 2023 [49] |
Scientists tested a mixed reality system for treating phantom pain, using the immersive Mr. MAPP environment with a novel in-home virtual mirror therapy option. Mirror therapy allows participants to visually see missing limbs using a mirror. The results show that VE can potentially relieve pain and improve function in PLP patients. | |
Hali et al. 2023 [22] |
Based on the current literature, the authors document that VR therapy has the potential to effectively treat PLP, and they identify additional benefits by adding vibrotactile stimuli to VR therapy. This approach leads to even greater pain reduction compared to VR therapy alone. | |
Acquired brain injury (ABI) Traumatic brain injury (TBI) Intensive care unit weakness (ICU-AW) |
Bulle-Smid et al. 2023 [50] |
Researchers provide a review of extended reality (XR) environments as particularly promising in rehabilitating people with ABI and promoting professional supervision, faster recovery, shorter hospital stays and lower expenses. The authors suggest that future XR research should focus on developing appropriate XR environments, improving the safety and support for both patients and healthcare professionals. |
Calabro et al. 2023 [51] |
The results of a study using non-immersive VE in tele-neurorehabilitation of patients with severe ABI (sABI) demonstrate that the VR approach is a suitable alternative and/or complementary tool to improve motor and cognitive function and reduce behavioral changes in sABI patients. In addition, the authors indicate a beneficial effect on alleviating caregivers’ distress and promoting positive aspects of caregiving. | |
Brassel et al. 2021 [17] |
Researchers indicate that VR is increasingly being used to assess and treat impairment resulting from ABI due to its perceived advantages over conventional methods. In addition, the authors emphasize that there are no tailored options for designing and implementing VR in ABI or TBI rehabilitation. The researchers made some recommendations regarding these issues in this patient population. | |
Keller et al. 2020 [5] |
Researchers presented that VR-based therapy to regain upper extremity function induces changes in the cortex grey matter in persons with ABI. The researchers proposed an interesting interactivity VR game in which ABI patients with upper limb paresis use an unaffected limb to control a standard input device and a regular computer mouse to control virtual limb movements and tasks in a virtual world. The results showed that the VR rehabilitation program significantly improved motor functions and skills in the affected upper extremities of subjects with ABI. In addition, significant increases in grey matter volume in the motor and premotor regions of the affected hemisphere and correlations of motor skills and volume in non-affected brain regions were observed, pointing out marked changes in structural brain plasticity. | |
Castelli et al. 2023 [52] |
This is an interesting paper on the role of technology-based rehabilitation in patients with intensive care unit weakness (ICU-AW). The results of the study show that intensive structured rehabilitation is effective in improving motor function, disability and quality of life of patients with severe acquired brain injury and acquired weakness. For example, a combination of non-immersive VR training and focal muscle vibration can result in significant improvements in overall disability and quality of life compared to traditional treatment alone. The researchers recommend VEs in the neurorehabilitation of ICU-AW patients to facilitate the fastest possible neurorepair. | |
Multiple sclerosis (MS) | Milewska-Jędrzejczak and Głąbiński 2023 [23] |
The research group presents recent findings of brain plasticity induction and its beneficial impact after both traditional physical and VR-based rehabilitation in patients with multiple sclerosis. The basic premise of this approach is that physical rehabilitation and physical activity are known non-pharmacological treatments for MS. |
Kamm et al. 2023 [53] |
The study presents a new home-based immersive dexterity training program for MS patients based on a VR headset. The study demonstrates good feasibility, usability and patient engagement and satisfaction with this VR training (VRT) program. The results also indicate an improvement in the motor skills of the dominant hand after VRT. | |
Cortés-Pérez et al. 2021 [54] |
The authors analyze and demonstrate that VR-based therapies are effective in reducing fatigue and have a positive impact on patients’ quality of life. | |
Leonardi et al. 2021 [55] |
This clinical study on VR-based neurorehabilitation of cognitive dysfunction in people with relapsing/remitting MS showed improvement in mood and visuospatial skills. The researchers suggest that VR can be a motivating and effective tool for cognitive recovery in persons with MS. | |
Stroke | Bedendo et al. 2024 [56] |
Researchers emphasize that to prevent deterioration of mobility, patients undergoing chronic rehabilitation must perform well-focused and repetitive exercises. In their view, VR appears as an interesting tool that offers the possibility of training and measuring patient performance. The authors proposed and tested an exercise design for the recovery of stroke patients at home, considering standard measures related to usability, immersion, workload and adverse symptoms, and with the involvement of rehabilitation experts. The results suggest the promising potential of VR applications for the future development of home rehabilitation programs. |
Bargeri et al. 2023 [57] |
Researchers investigate and compare the efficacy and safety of VR rehabilitation for motor upper limb function and activity after stroke in immersive, semi-immersive and non-immersive modes of VR intervention with or without traditional therapy versus conventional therapy alone. The authors recommend the feasibility of using VR technology in clinical practice. | |
Cinnera et al. 2023 [58] |
The authors explored the use of immersive VR to treat visual perception in unilateral spatial neglect (USN) after a stroke. The results demonstrate not only the potential benefits of VR in treating visual perception impairment in USN, but also that VE motivates patients during the rehabilitation process, improving compliance and interest. | |
Errante et al. 2022 [59] |
Researchers investigated the effectiveness of a new VR rehabilitative approach with action observation therapy (AOT) based on the discovery of mirror neurons to improve motor function. The study evaluated action observation (AO) added to standard VR (AO + VR) to improve upper limb function in stroke patients, compared to a control treatment consisting of observing naturalistic scenes (CO) without any action content, followed by VR training (CO + VR). The authors suggest that AO + VR therapy could be adjunct to currently available rehabilitation interventions for post-stroke recovery and could be used as part of standard sensorimotor training or in individualized (tele)rehabilitation. | |
Wiley et al. 2022 [16] |
The review examined the effects of VR therapy on cognition after stroke. The authors indicate that VR therapy (a) is a promising new form of technology that improves patient satisfaction with post-stroke rehabilitation; (b) has the added advantages of providing immediate feedback and a degree of difficulty that can be easily modified (i.e., the user-friendliness of this form of rehabilitation); and (c) has the potential to improve various motor, cognitive and physical deficits after stroke. In summary, VEs can be useful in rehabilitation settings. | |
Mild cognitive impairment (MCI) | Gómez-Cáceres et al. 2023 [60] |
Researchers analyzed and evaluated the effectiveness of VR-based neuropsychological interventions in improving cognitive functioning in patients with MCI. The authors showed that VEs have a beneficial effect on improving cognitive functioning in patients with MCI, providing a basis for clinical practice recommendations. |
Yang et al. 2022 [61] |
The results of the study show that VR-based cognitive training and exercise training improve brain health and cognitive and physical function in older adults with MCI. | |
Liao et al. 2020 [62] |
The research team presented the potential of VR-based physical and cognitive training designed as an intervention for cognition and brain activation in elderly patients with MCI. The authors also analyzed whether a VR program designed around functional tasks can improve the instrumental activities of daily living (IADL) of these patients. The results showed that in both training programs without and with VR, there were improvements in executive function and verbal memory (immediate recall). But only in VR were there significant improvements in global cognition, verbal memory and IADL. In the authors’ opinion, VR training can be implemented for older adults with MCI. | |
Mancuso et al. 2020 [63] |
The authors present the greater benefits/better effects of using VR with non-invasive brain stimulation, VR-NIBS, in the cognitive rehabilitation of patients with MCI and Alzheimer’s dementia. | |
Cassani et al. 2020 [38] |
Based on the current literature, the authors demonstrated the benefits of the VR-NIBS combination for five therapeutic applications, namely neuropathic pain, cerebral palsy, stroke, multiple sclerosis, and post-traumatic stress disorder (PTSD) and phobias. | |
VR exposure therapy (VRET) for posttraumatic stress disorders (PTSDs) and specific phobias | Siehl et al. 2023 [64] |
The study found that PTSD patients differ in brain activation from control subjects in regions such as the hippocampus, amygdala and ventromedial prefrontal cortex in processing unpredictable and predictable contexts. The researchers suggest that (a) deficient encoding of more complex configurations may lead to a preponderance of cue-based predictions in PTSD and (b) exposure-based therapies need to focus on improving the predictability of contextual processing and reducing enhanced cue reactivity. |
Binder et al. 2022 [65] |
Researchers developed a fully automated experimental procedure using immersive VR involving behavioral search, forced-choice and an approaching task with varying degrees of freedom and stimulus relevance. In this study, scientists examined the sensitivity and feasibility of these tasks to assess avoidance behavior in patients with specific phobias. The results show the beneficial effects of immersive VR on specific phobias. In addition, the authors conclude that the behavioral tasks are well suited for assessing avoidance behavior in participants with phobias and provide detailed insights into the avoidance process. | |
Alvarez-Perez et al. 2021 [66] |
Researchers emphasize that cognitive-behavioral therapy (CBT) with exposure is the treatment of choice for specific phobias. VR exposure therapy (VRET) has been shown to benefit the treatment and prevention of specific phobias by addressing the therapeutic limitations of exposure to real images. Neuroimaging studies on specific phobias demonstrate various changes in brain activation through CBT with VR exposure. | |
Hinze et al. 2021 [67] |
The review presents current and future applications of innovative digital technologies in the effective diagnosis and cognitive-behavioral psychotherapy of spider phobia (arachnophobia). | |
Other areas of application of VEs for Parkinson’s disease (PD), attention-deficit hyperactivity disorder (ADHD), schizophrenia spectrum disorders (SSDs) or autism spectrum disorders (ASDs), depressive disorders | Alavian et al. 2024 [68] Kaplan et et al. 2024 [69] Baugher et al. 2023 [70] |
Scientists emphasize that relatively few studies using innovative technologies are conducted in groups of patients with Parkinson’s disease. Not only VEs but also robotic (assistive) technologies are used in rehabilitation and evaluation of its (beneficial) effects. Patients’ family members/guardians are also involved in the research. This is crucial for such patients who require advanced care provided by the patient’s environment. The incidence of Parkinson’s disease, like that of other progressive neurodegenerative diseases, will increase as the world’s population ages. High hopes are being placed on the development of digital environments and tools, such as MR and AI. |
Goharinejad et al. 2022 [71] Coleman et al. 2019 [72] |
The use of VR, AR and MR technologies in attention-deficit hyperactivity disorder (ADHD) has increased in recent years. ADHD is a neurodevelopmental disorder characterized by problems with concentration, excessive physical activity and impulsivity. The findings show that innovative technologies are promising tools to improve the diagnosis and management of ADHD. | |
Holopainen et al. 2023 [73] Aubin et al. 2018 [74] |
Studies to date using VR technology in various symptom domains of schizophrenia spectrum disorders (SSDs) point to completely new possibilities for effective SSD treatment. Researchers indicate that (a) VEs still require more research and validation and (b) there are currently few studies examining the latest technology in the treatment of SSDs. | |
Zhang et al. 2022 [75] De Luca 2021 [76] |
The number of studies using VR-based technology for individuals with ASD has increased over the last decade. De Luca’s team proposed a novel training program in a VE, documenting improved outcomes and changes in frontoparietal network connectivity after VR rehabilitation training. The current research indicates that (a) VEs are promising and efficacious for the assessment and treatment of ASD and have been found to be acceptable by persons with ASD. Researchers also emphasize that VEs provide fully interactive simulations of real-world settings and social situations that are particularly suitable for cognitive and performance training, including social skills and interaction. | |
Yan et al. 2024 [77] Baghaei et al. 2021 [78] |
Research indicates that non-pharmacological innovations in (personalized) treatment plans/approaches for depressive disorders also include new VR-based strategies that may be effective in supporting the treatment of patients with depression. |
This entry is adapted from the peer-reviewed paper 10.3390/brainsci14010072