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Table 4 Probability distribution of terms over topics

From: Tracking the evolution of virtual reality applications to rehabilitation as a field of study

Neurological conditions Cognitive rehabilitation Simulation Gait & Balance Gaming
Term Probability Term Probability Term Probability Term Probability Term Probability
studies 0.0347 Cognitive 0.0396 simulation 0.0425 balance 0.0633 games 0.0646
effects 0.0313 Task 0.0332 measures 0.0329 control 0.0400 exercise 0.0416
intervention 0.0296 Performance 0.0220 assessment 0.0303 gait 0.0379 children 0.0359
Trial 0.0296 brain 0.0215 performance 0.0293 walking 0.0319 activity 0.0261
rehabilitation 0.0278 learning 0.0214 injury 0.0287 postural 0.0204 physical 0.0241
included 0.0231 skills 0.0190 driving 0.0203 effects 0.0189 wii 0.0232
evidence 0.0196 impairment 0.0182 validity 0.0148 training 0.0150 video 0.0196
quality 0.0166 assessment 0.0167 reliability 0.0146 falls 0.0139 cerebral 0.0167
therapy 0.0162 memory 0.0163 time 0.0143 speed 0.0135 palsy 0.0150
outcome 0.0149 function 0.0146 tests 0.0134 vestibular 0.0120 play 0.0144
systematic 0.0117 ability 0.0131 model 0.0131 dynamic 0.0118 motivation 0.0138
clinical 0.0113 attention 0.0131 evaluation 0.0112 treadmill 0.0117 fit 0.0131
based 0.0099 deficits 0.0117 traumatic 0.0106 adults 0.0116 age 0.0112
control 0.0095 people 0.0104 brain 0.0103 disease 0.0110 level 0.0105
limited 0.0092 executive 0.0101 rate 0.0094 stability 0.0108 exergames 0.0103
data 0.0089 disability 0.0093 correlation 0.0091 Parkinson 0.0092 feasibility 0.0100
improve 0.0087 spatial 0.0092 setting 0.0089 time 0.0089 Kinect 0.0091
treatment 0.0087 navigation 0.0089 TBI 0.0080 increased 0.0086 participation 0.0085
search 0.0078 social 0.0086 objective 0.0076 improve 0.0084 Nintendo 0.0084
physical 0.0078 injury 0.0083 spinal 0.0075 muscle 0.0084 adults 0.0081
Interventions Neural impact Perception/Navigation Psychological issues Tele-Rehabilitation
term Probability term Probability term Probability term Probability term Probability
training 0.0594 motor 0.0725 visual 0.0387 virtual 0.2631 rehabilitation 0.0687
patients 0.0535 stroke 0.0494 feedback 0.0263 reality 0.1102 system 0.0608
improve 0.0417 upper 0.0418 motion 0.0210 environment 0.0488 technology 0.0309
stroke 0.0363 movement 0.0388 task 0.0184 real 0.0209 design 0.0224
rehabilitation 0.0298 limb 0.0324 neglect 0.0150 pain 0.0200 based 0.0215
function 0.0262 hand 0.0271 movement 0.0142 patients 0.0151 developed 0.0201
week 0.0234 function 0.0265 healthy 0.0141 disorders 0.0149 computer 0.0178
control 0.200 arm 0.0257 kinematics 0.0131 immersive 0.0115 device 0.0145
therapy 0.0197 rehabilitation 0.0237 reaching 0.0124 body 0.0101 interactive 0.0142
program 0.0190 extremity 0.0218 force 0.0115 training 0.0096 user 0.0141
effects 0.0180 therapy 0.0203 adaptation 0.0114 experience 0.0094 applications 0.0124
intervention 0.0178 activity 0.0196 head 0.0114 world 0.0089 patients 0.0115
sessions 0.0174 recovery 0.0191 target 0.0108 subject 0.0082 therapists 0.0111
based 0.0169 stimulation 0.0176 conditions 0.0096 objective 0.0074 clinical 0.0102
treatment 0.0159 robot 0.0169 patients 0.0095 enhance 0.0074 assisted 0.0094
significant 0.0145 observed 0.0098 display 0.0082 behavior 0.0065 interface 0.0091
outcome 0.0141 imagery 0.0090 perception 0.0081 system 0.0063 provide 0.0090
trial 0.0135 mirror 0.0082 performance 0.0075 potential 0.0059 evaluation 0.0086
reality 0.0128 induced 0.0079 environment 0.0075 purpose 0.0058 proposed 0.0080
post 0.0124 control 0.0077 degrees 0.0072 exposure 0.0056 telerehabilitation 0.0080