**8. Conclusion**

The spread of the use of VR in rehabilitation practice is determined by numerous factors, including the technical availability of equipment and software, the possibility of creating personalized rehabilitation exercises to achieve a higher rehabilitation effect.

The use of a multisensory component in the implementation of neurofeedback allows one to achieve potentially better results in motor rehabilitation. Proprioception, as one of the components of such neuro-feedback, is the most promising way of forming sensations that are as close as possible to natural sensations obtained during physical contact with objects of the real world.

It is possible to single out the factors that determine the more effective use of VR for solving various rehabilitation tasks: immersivity, neuro-feedback, the possibility of multiple repetition of a motor task with visualization of such a movement, the use of artificial intelligence and mathematical models on the basis of which the movement is visualized, taking into account all the richness of kinematics and synergy of such movements, as well as the possibility of objective continuous monitoring of the entire rehabilitation process.

The use of devices that create proprioceptive sensations upon contact with VR objects make it possible to count on obtaining explicit VR environments, which will have a much wider range of users. This gives reason to count on achieving maximum efficiency in the restoration of motor functions during the rehabilitation and habilitation of patients with various functional disorders, both as a result of acquired pathology and as a result of disorders that have arisen at various stages of ontogenesis.

**143**

*Proprioception in Immersive Virtual Reality DOI: http://dx.doi.org/10.5772/intechopen.96316*

rehabilitation through VR.

arranged motor system.

**Acknowledgements**

**Conflict of interest**

conduct scientific work.

ID - 0000000007119P190002).

**Notes/thanks/other declarations**

It is extremely important today to form a complete understanding of how different sensory and tactile manipulations in VR affect the dynamics of various processes in the CNS, since the study of this issue will reveal the full potential of

One of the important, unsolved problem, possibly allowing to reveal the full potential of rehabilitation, is the formation of a complete understanding of how different sensory influences in VR affect the dynamics of various processes in the central nervous system, including the dynamics of sensorimotor connections. Understanding of this effect will make it possible to achieve greater personalization of the rehabilitation process, not only based on the severity of a motor defect, but also considering functional disorders in a complex, multicomponent, hierarchically

SamSMU students, and staff Samara regional hospital after D.V. Seredavin.

of Communications and RVC JSC fund (Grant No. 003/20 03-17-2020, Grant

We thank management Samara Medical University for the opportunity to

The results were obtained in Leading Research Centre supported by RF Ministry

*Proprioception in Immersive Virtual Reality DOI: http://dx.doi.org/10.5772/intechopen.96316*

*Proprioception*

**8. Conclusion**

rehabilitation effect.

sional integration into society.

framework of the telemedicine concept.

into account the initial personified clinical data.

sensory deficit. This concept makes it possible to use VR to model specific conditions for teaching patients with movement disorders for their subsequent profes-

focused on patients with intact motor impairments or their minimal severity.

Today this problem is quite urgent, since any professional training is primarily

In the context of the wide possibilities of VR for modeling a wide variety of conditions and tasks using various sensory channels, it can be assumed that its use will be in demand for the rapid formation of the necessary environment, which allows to restore not only any lost skill due to the developed disease, but also for the training of professional skills in patients with pre-existing movement or other disabilities. An important factor influencing the improvement of the effectiveness of rehabilitation in VR is the possibility of its use as remote rehabilitation within the

Such a combination is possible only in conditions where a clear assessment of biometrics is available, which of course is possible in VR. The use of artificial intelligence algorithms will allow automating the process of motor rehabilitation, taking

Effective approaches to rehabilitation should include targeted training, individual feedback based on multisensory interaction, an individual exercise schedule, a fairly long and frequent repetition of motor exercises, exciting game scenarios, individual rehabilitation programs taking into account the characteristics of motor

Attention should be paid to the need to further form the evidence base for assessing the effects of rehabilitation in VR and the contribution of individual elements that form neuro-feedback through various sensory channels and primarily through the proprioceptive channel, which allows the formation of explicit interaction with VR objects, identical to the interaction with physical objects [74–76].

The spread of the use of VR in rehabilitation practice is determined by numerous factors, including the technical availability of equipment and software, the possibility of creating personalized rehabilitation exercises to achieve a higher

It is possible to single out the factors that determine the more effective use of VR for solving various rehabilitation tasks: immersivity, neuro-feedback, the possibility of multiple repetition of a motor task with visualization of such a movement, the use of artificial intelligence and mathematical models on the basis of which the movement is visualized, taking into account all the richness of kinematics and synergy of such movements, as well as the possibility of objective continuous

The use of devices that create proprioceptive sensations upon contact with VR objects make it possible to count on obtaining explicit VR environments, which will have a much wider range of users. This gives reason to count on achieving maximum efficiency in the restoration of motor functions during the rehabilitation and habilitation of patients with various functional disorders, both as a result of acquired pathology and as a result of disorders that have arisen at various stages of ontogenesis.

The use of a multisensory component in the implementation of neurofeedback allows one to achieve potentially better results in motor rehabilitation. Proprioception, as one of the components of such neuro-feedback, is the most promising way of forming sensations that are as close as possible to natural sensa-

tions obtained during physical contact with objects of the real world.

monitoring of the entire rehabilitation process.

deficits and individual preferences of the person being rehabilitated [73].

**142**

It is extremely important today to form a complete understanding of how different sensory and tactile manipulations in VR affect the dynamics of various processes in the CNS, since the study of this issue will reveal the full potential of rehabilitation through VR.

One of the important, unsolved problem, possibly allowing to reveal the full potential of rehabilitation, is the formation of a complete understanding of how different sensory influences in VR affect the dynamics of various processes in the central nervous system, including the dynamics of sensorimotor connections. Understanding of this effect will make it possible to achieve greater personalization of the rehabilitation process, not only based on the severity of a motor defect, but also considering functional disorders in a complex, multicomponent, hierarchically arranged motor system.
