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Living machinesA handbook of research in biomimetics and biohybrid systems$
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Tony J. Prescott, Nathan Lepora, and Paul F.M.J Verschure

Print publication date: 2018

Print ISBN-13: 9780199674923

Published to Oxford Scholarship Online: June 2018

DOI: 10.1093/oso/9780199674923.001.0001

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Neurorehabilitation

Neurorehabilitation

Chapter:
(p.560) Chapter 59 Neurorehabilitation
Source:
Living machines
Author(s):

Belén Rubio Ballester

Publisher:
Oxford University Press
DOI:10.1093/oso/9780199674923.003.0059

This chapter considers the ability of the damaged brain to reorganize following trauma and how this can be facilitated through interaction with virtual reality or robotic technologies. Stroke represents one of the main causes of adult disability and will be one of the main contributors to the burden of disease in by 2030. In this chapter we first review the main neuroscientific principles of recovery. Second, we explore the some of the latest technological approaches for neurorehabilitation, such as assistive exoskeletons and virtual reality systems. We describe a new virtual reality gaming system (RGS) that combines training scenarios with dedicated interface devices to optimize motor and cognitive training. RGS builds on theories of brain plasticity, thus we show how a living machines perspective can be used to create practical and useful systems that address a significant societal need. Finally, we comment on the broader advantages and potential applications of VR to maximize recovery.

Keywords:   neurorehabilitation, stroke recovery, exoskeleton, recovery, virtual reality, DAC, deductive medicine

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