Spatial learning is a critical function for our effective functioning in the world. Despite the importance of this function, its study has been limited to unrealistic contexts, hindering a deep understanding of its underlying mechanisms. Today’s technological advancements allow us to study this phenomenon in environments close to natural ones, with the potential to perform physiological measurements that help us understand its mechanisms in humans. In this work, we aimed to evaluate the box room task implemented in an Immersive Virtual Reality System (IVRS) for studying spatial learning in humans. The sample consisted of healthy children and older adults, without neurological or psychiatric alterations. All participants successfully completed the task without any problems associated with the use of IVRS. Although in different ways, both children and older adults showed improvements in the three established performance measures used to assess their performance over the course of the rounds: time, travel distance, and number of errors. Our results support the effectiveness of the box room task implemented in an IVRS for studying spatial learning and navigation in humans. The flexibility of the task positions it as a valuable tool for investigating spatial cognition in a variety of populations with diverse characteristics.
realidad virtual
Aplicación móvil de realidad virtual para el entrenamiento de la mano espástica. Virtual reality mobile application for spastic hand training
Background: The hand is a structure with a complex neuromuscular organization that in hemiparesis is compromised, affecting function.
Aim: To determine the changes in the motor function of the spastic hand of an adult with hemiparesis through the use of a mobile application for virtual reality.
Method: Case report of a 29-year-old adult with hemiparesis, evaluated with the Fugl Meyer upper extremity assessment (FMA-ES), the Trail Making test and the force dynamometry test. A therapeutic intervention was performed with exercises of the least affected hand for 12 sessions using special glasses for a total immersion 20 minutes using mobile application Mirror box Therapy VR®.
Results: The virtual reality therapy applied through the Mirror Box Therapy VR® mobile application, shows in a short time favorable changes in the motor and sensory hand function of the patient.
Discussion: Virtual reality provides a functional interaction, making it an effective tool to motivate patients during sessions.
Conclusion: An intervention through the use of virtual reality generates changes in the motor and sensory function of the hand of a patient with hemiparesis after 12 work sessions.



