Perrey Stephane

Prof. Perrey Stephane

EuroMov Digital Health in Motion, University of Montpellier, Montpellier, Occitanie, France
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orcid

Research Focus & Metrics

Academic Career Length

29Years (1998-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 August 2008 in Methods
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Journal Article
Closed access
Perrey StephanePerrey Stephane
Perrey Stephane

25 November 2017 in Sports Medicine
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Journal Article
Closed access
PDF file
Perrey StephanePerrey Stephane
Perrey Stephane
MFMarco Ferrari
Marco Ferrari

13 January 2004 in Clinical Physiology and Functional Imaging
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Journal Article
Closed access
PDF file
Laurent MourotLaurent Mourot
Laurent Mourot
MBMalika Bouhaddi
Malika Bouhaddi
Perrey StephanePerrey Stephane
Perrey Stephane
SCSylvie Cappelle
Sylvie Cappelle
MHMarie‐Thérèse Henriet
Marie‐Thérèse Henriet
JRJacques Regnard
Jacques Regnard

20 September 2007 in European Journal of Applied Physiology
Verified
Journal Article
Closed access
PDF file
RTRupp Thomas
Rupp Thomas
Perrey StephanePerrey Stephane
Perrey Stephane

1 May 2019 in Brain Stimulation
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Journal Article
Closed access
DMDaniel Machado
Daniel Machado
GUGozde Unal
Gozde Unal
SASuellen M. Andrade
Suellen M. Andrade
AMALEXANDRE MOREIRA
ALEXANDRE MOREIRA
LALeandro R. Altimari
Leandro R. Altimari
AOAlexandre Okano
Alexandre Okano

24 June 2016 in Frontiers in Human Neuroscience
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Journal Article
Open access
PDF file
Wei-Peng TeoWei-Peng Teo
Wei-Peng Teo
MMMark Muthalib
Mark Muthalib
SYSami Yamin
Sami Yamin
AHAshlee M. Hendy
Ashlee M. Hendy
KBKelly Bramstedt
Kelly Bramstedt
Hasan AyazHasan Ayaz
Hasan Ayaz
In the last decade, virtual reality (VR) training has been used extensively in video games and military training to provide a sense of realism and environmental interaction to its users. More recently, VR training has been explored as a possible adjunct therapy for people with motor and mental health dysfunctions. The concept underlying VR therapy as a therapeutic treatment for motor and cognitive dysfunction is to improve plasticity of the brain by engaging users in multisensory training. In this review, we discuss the theoretical framework underlying the use of VR as a therapeutic treatment for neurorehabilitation and provide evidence for its use in treating motor and mental disorders such as cerebral palsy, Parkinson’s disease, stroke, schizophrenia, anxiety disorders and other related clinical areas. While this review provides some insights into the efficacy of VR in clinical rehabilitation, more research is needed to understand how different clinical conditions are affected by VR therapies (e.g., stimulus presentation, interactivity, control and types of VR). Further, there is a lack in robust evidence for the use of VR in clinical populations that is likely due to the inherent nature of the study design used in current research. Future studies should consider large, longitudinal randomized controlled trials to determine the true potential of VR therapies in various clinical populations. While the current literature provides some evidence for the efficacy of VR as an adjunct therapy in clinical rehabilitation, more research is needed to understand how different clinical conditions are affected by VR therapies (e.g., stimulus presentation, interactivity, control and types of VR). Future studies should consider large, longitudinal randomized controlled trials to determine the true potential of VR therapies in various clinical populations.