<?xml version='1.0' encoding='UTF-8'?><xml><records><record><source-app name="HighWire" version="7.x">Drupal-HighWire</source-app><ref-type name="Journal Article">17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nichols, Emma Hitt</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Saposnik, Gustavo</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Virtual Reality in Stroke Rehabilitation</style></title><secondary-title><style face="normal" font="default" size="100%">MD Conference Express</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2013</style></year><pub-dates><date><style  face="normal" font="default" size="100%">2013-04-01 00:00:00</style></date></pub-dates></dates><pages><style  face="normal" font="default" size="100%">34-35</style></pages><abstract><style  face="normal" font="default" size="100%">Stroke is a leading cause of adult disability, and around two thirds of stroke survivors continue to experience motor deficits in their arms and hands that are associated with diminished quality of life [Saposnik G et al. Stroke 2011]. The current paradigm in stroke rehabilitation involves repetitive, high-intensity, task-specific stimulation to improve motor recovery [Luft AR, Hanley DF. JAMA 2006; Kalra L, Ratan R. Stroke 2007]. However, only a few of the current techniques have effectively shown a significant improvement in arm function after stroke [Langhorne P et al. Lancet Neurol 2009]. There are many benefits of using virtual reality (VR) gaming technology in stroke rehabilitation and how VR may engage the brain reward system.</style></abstract><number><style face="normal" font="default" size="100%">1</style></number><volume><style face="normal" font="default" size="100%">13</style></volume></record></records></xml>