Below are some resources on AR and VR applications that may be of interest.


Banerjee-Guénette, P., Bigford, S., & Glegg, S. M. (2019). Facilitating the implementation of virtual reality-based therapies in pediatric rehabilitation. Physical & Occupational Therapy in Pediatrics, 1-16.

Garrett, B. M., Jackson, C., & Wilson, B. (2015). Augmented reality M-learning to enhance nursing skills acquisition in the clinical skills laboratory. Interactive Technology and Smart Education12(4), 298-314.

Garrett, B., Taverner, T., Masinde, W., Gromala, D., Shaw, C., & Negraeff, M. (2014). A rapid evidence assessment of immersive virtual reality as an adjunct therapy in acute pain management in clinical practice. The Clinical Journal of Pain30(12), 1089-1098.

Garrett, B., Taverner, T., & McDade, P. (2017). Virtual reality as an adjunct home therapy in chronic pain management: An exploratory study. JMIR Medical Informatics5(2), e11.

Garrett, B., Taverner, T., Gromala, D., Tao, G., Cordingley, E., & Sun, C. (2018). Virtual reality clinical research: Promises and challenges. JMIR Serious Games6(4), e10839.

Glegg, S. (2012). Virtual reality for brain injury rehabilitation: an evaluation of clinical practice, therapists’ adoption and knowledge translation (Doctoral dissertation, University of British Columbia).

Glegg, S. (2017). Virtual rehabilitation with children: challenges for clinical adoption [From the Field]. IEEE Pulse8(6), 3-5.

Glegg, S., Holsti, L., Stanton, S., Hanna, S., Velikonja, D., Ansley, B., … & Brum, C. (2014). Using virtual reality in clinical practice: A multi-site exploratory study. NeuroRehabilitation35(3), 563-577.

Glegg, S., Holsti, L., Stanton, S., Hanna, S., Velikonja, D., Ansley, B., … & Brum, C. (2014). Evaluating change in virtual reality adoption for brain injury rehabilitation: A knowledge translation study. Brain Injury28(5-6), 691-691.

Glegg, S. M., Holsti, L., Stanton, S., Hanna, S., Velikonja, D., Ansley, B., … & Brum, C. (2017). Evaluating change in virtual reality adoption for brain injury rehabilitation following knowledge translation. Disability and Rehabilitation: Assistive Technology12(3), 217-226.

Glegg, S. M., Holsti, L., Velikonja, D., Ansley, B., Brum, C., & Sartor, D. (2013). Factors influencing therapists’ adoption of virtual reality for brain injury rehabilitation. Cyberpsychology, Behavior, and Social Networking16(5), 385-401.

Glegg, S., Hung, C. T., Valdes, B. A., Kim, B. D., & Van der Loos, H. F. (2014). Kinecting the moves: the kinematic potential of rehabilitation-specific gaming to inform treatment for hemiplegia (Doctoral dissertation, University of British Columbia).

Glegg, S. M. N., & Levac, D. E. (2018). Barriers, facilitators and interventions to support virtual reality implementation in rehabilitation: a scoping review. PM&R10(11), 1237-1251.

Glegg, S. M., Levac, D. E., Sveistrup, H., Colquhoun, H., Finestone, H., DePaul, V., … & Brien, M. (2014, December). Integrating motor learning and virtual reality into practice: a knowledge translation challenge. In 10th International Conference on Disability, Virtual Reality and Associated Technologies.

Glegg, S. M., Tatla, S. K., & Holsti, L. (2014). The GestureTek virtual reality system in rehabilitation: A scoping review. Disability and Rehabilitation: Assistive Technology9(2), 89-111.

Harris, J., Sveistrup, H., Glegg, S. M., Colquhoun, H., Finestone, H., Miller, P., … & Brien, M. (2014). The Reality of Virtual Reality In Stroke Rehabilitation. Archives of Physical Medicine and Rehabilitation95(10), e17.

Levac, D., Glegg, S., Colquhoun, H., Miller, P., & Noubary, F. (2017). Virtual reality and active videogame-based practice, learning needs, and preferences: A cross-Canada survey of physical therapists and occupational therapists. Games for health journal6(4), 217-228.

Levac, D., Glegg, S. M., Sveistrup, H., Colquhoun, H., Miller, P. A., Finestone, H., … & Velikonja, D. (2016). A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation. BMC Health Services Research16(1), 557.

Lohse, K. R., Hilderman, C. G., Cheung, K. L., Tatla, S., & Van der Loos, H. M. (2014). Virtual reality therapy for adults post-stroke: A systematic review and meta-analysis exploring virtual environments and commercial games in therapy. PloS One9(3), e93318.

Shum, L. C., Valdés, B. A., & Van der Loos, H. M. (2019, October). Using error augmentation in immersive VR for bimanual upper limb rehabilitation of youth with hemiplegic motor disorders. In Assistive Technology (Vol. 31, No. 5, pp. 245-245). Philadelphia, USA: Taylor & Francis Inc.

Other Papers:

Riva, G. (2003). Applications of virtual environments in medicine. Methods of Information in Medicine42(05), 524-534.

Riva, G. (2005). Virtual reality in psychotherapy. Cyberpsychology & Behavior8(3), 220-230.


Head Mounted Displays


Omni Treadmills


Game Developers – who have supported clinical applications


News Sites





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