ABSTRACT

Many types of technologies are widely available for use in rehabilitation. Technologies that provide extrinsic feedback to the user about their performance, or the dose of practice completed, have been shown to facilitate engagement in exercise and enhance motor learning. In older adults, virtual reality interventions have been used mainly to target balance and fear of falling, and have been found superior to conventional therapy. In inactive older people, those receiving step count feedback from a pedometer have been found to increase their physical activity. Wearables are designed to monitor and provide feedback on health-related activities, such as physical activity, sleep and heart rate. Most smartphones can also be used as activity monitors, as they have built-in motion sensors such as accelerometers and gyroscopes. Tablets have also been used for interactive gaming systems, for example, for arm-hand training in stroke survivors, providing patients with visual and auditory feedback on performance.