Authors :
Shilpa Chandran K.; Premkumar Mariarathinam
Volume/Issue :
Volume 11 - 2026, Issue 3 - March
Google Scholar :
https://tinyurl.com/3s73xrs2
Scribd :
https://tinyurl.com/mhzm9c96
DOI :
https://doi.org/10.38124/ijisrt/26mar1173
Note : A published paper may take 4-5 working days from the publication date to appear in PlumX Metrics, Semantic Scholar, and ResearchGate.
Abstract :
Background:
For young adults to carry out daily activities and work-related duties, hand function is crucial. Although traditional
hand exercises have long been utilized in rehabilitation, new developments in artificial intelligence (AI), such as virtual
reality and game-based therapies, have brought in novel ways to improve rehabilitation results. Research interest in
comparing the efficacy of these AI-based therapies with traditional exercises is still expanding.
Goal:
To systematically review and contrast the efficacy of AI-based therapies with conventional hand workouts in enhancing
young people’ hand function.
Methods:
A systematic review was conducted according to PRISMA guidelines. The databases searched for relevant research
studies published in the last 10 years were PubMed, Scopus, Web of Science, Cochrane Library, and Google Scholar. Quasiexperimental and randomized controlled trials with participants aged 18 to 30 years of age were eligible to be included in
this study. Data extraction was focused on the type of intervention, duration of intervention, outcome measures, and
outcomes of intervention. The methodological quality of studies included was assessed using AMSTAR 2 and Cochrane Risk
of Bias Tool.
Results:
AI-based therapies, like virtual reality and game-based rehabilitation, greatly enhanced hand grip strength, dexterity,
and functional performance, according to the included studies. When compared to conventional hand exercises, these
interventions also demonstrated higher levels of patient interest and adherence.
Conclusion:
AI-based hand rehabilitation seems to be a viable and successful substitute for conventional workouts for enhancing
young adults’ hand function. Its incorporation into the practice of physical therapy may maximize functional recovery and
improve patient involvement. To create standardized procedures, however, more excellent research with bigger sample sizes
is required.
Keywords :
Young Adults, Dexterity, Virtual Reality, Physiotherapy, Artificial Intelligence, and Hand Rehabilitation.
References :
- Laver KE, Lange B, George S, Deutsch JE, Saposnik G, and Crotty M. (2017). A comprehensive review examining the role of virtual reality in stroke rehabilitation. Cochrane Database of Systematic Reviews, 11(11), CD008349.
- Maier M, Ballester BR, and Verschure PF. (2019). This paper outlines key neurorehabilitation principles following stroke, emphasizing motor learning and brain plasticity. Frontiers in Systems Neuroscience, 13, 74.
- Sveistrup H. (2004). An early exploration of how virtual reality can be applied in motor rehabilitation settings. Journal of NeuroEngineering and Rehabilitation, 1(1), 10.
- Subramanian SK, Lourenço CB, Chilingaryan G, Sveistrup H, and Levin MF. (2013). A randomized controlled trial investigating the effectiveness of virtual reality interventions in improving arm motor recovery in individuals with chronic stroke. Neurorehabilitation and Neural Repair, 27(1), 13–23.
- Lohse KR, Hilderman CG, Cheung KL, Tatla S, and Van der Loos HF. (2014). A systematic review and meta-analysis evaluating virtual reality therapy for adults post-stroke, including both virtual environments and commercial gaming systems. PLoS ONE, 9(3), e93318.
- Holden MK. (2005). A review discussing the use of virtual environments as a tool for motor rehabilitation. CyberPsychology & Behavior, 8(3), 187–211.
- Levin MF, Weiss PL, and Keshner EA. (2015). This article describes the development of virtual reality as a method for upper limb rehabilitation, integrating concepts of motor control and motor learning. Physical Therapy, 95(3), 415–425.
Background:
For young adults to carry out daily activities and work-related duties, hand function is crucial. Although traditional
hand exercises have long been utilized in rehabilitation, new developments in artificial intelligence (AI), such as virtual
reality and game-based therapies, have brought in novel ways to improve rehabilitation results. Research interest in
comparing the efficacy of these AI-based therapies with traditional exercises is still expanding.
Goal:
To systematically review and contrast the efficacy of AI-based therapies with conventional hand workouts in enhancing
young people’ hand function.
Methods:
A systematic review was conducted according to PRISMA guidelines. The databases searched for relevant research
studies published in the last 10 years were PubMed, Scopus, Web of Science, Cochrane Library, and Google Scholar. Quasiexperimental and randomized controlled trials with participants aged 18 to 30 years of age were eligible to be included in
this study. Data extraction was focused on the type of intervention, duration of intervention, outcome measures, and
outcomes of intervention. The methodological quality of studies included was assessed using AMSTAR 2 and Cochrane Risk
of Bias Tool.
Results:
AI-based therapies, like virtual reality and game-based rehabilitation, greatly enhanced hand grip strength, dexterity,
and functional performance, according to the included studies. When compared to conventional hand exercises, these
interventions also demonstrated higher levels of patient interest and adherence.
Conclusion:
AI-based hand rehabilitation seems to be a viable and successful substitute for conventional workouts for enhancing
young adults’ hand function. Its incorporation into the practice of physical therapy may maximize functional recovery and
improve patient involvement. To create standardized procedures, however, more excellent research with bigger sample sizes
is required.
Keywords :
Young Adults, Dexterity, Virtual Reality, Physiotherapy, Artificial Intelligence, and Hand Rehabilitation.