Functional recovery after stroke is promoted by capitalising on the life-long plasticity of the brain and by promoting its stimulation.
RGS integrates a paradigm of action execution with motor imagery and action observation. It combines a personalized motor training in a VR environment, exploiting brain mechanisms for action execution and observation, and a neuro-feedback paradigm using mental imagery as a way to engage secondary or indirect pathways to access undamaged motor function.
The underlying hypothesis behind the efficacy of RGS is that functional recovery can be promoted by capitalizing on the life-long plasticity of the brain [1, 2] and the assumption that neuronal plasticity is governed by only a few computational principles or objectives . The hypothesis behind the choice to combine movement execution with the observation of correlated action of virtual limbs is that recovery can be accelerated and enhanced by stimulating those brain systems responsible for learning, plasticity and adaptation that underlay body function and behaviour.
The clinical trials that have been performed thus far suggest that RGS accelerates recovery of acute and chronic stroke and it is more effective then occupational therapy in the recovery of movement speed –[1-16].
The clinical validation studies as well as therapy applications are performed in collaboration with the following health and research organisations:
| SPECS Research group
|Hospital Universitari Vall d’Hebron
|Parc Salut del Mar – Hospital de l’Esperança
|Hospital Joan XXIII de Tarragona, Spain|
The scientific results of the clinical trials have bee published in more than 30 papers published in prestigious international journals
 Klaudia Grechuta, Belen Rubio, Armin Duff, Esther Duarte Olle, Friedemann Pulvermüller, Paul Verschure. (2016). Intensive language-action therapy in virtual reality for a rehabilitation gaming system. Journal of Pain Management, 9(3), 243.
 Ballester, B. R., Maier, M., Mozo, R. M. S. S., Castañeda, V., Duff, A., & Verschure, P. F. (2016). Counteracting learned non-use in chronic stroke patients with reinforcement-induced movement therapy. Journal of NeuroEngineering and Rehabilitation, 13(1), 74.
 Ballester, B. R., Lathe, A., Duarte, E., Duff, A., & Verschure13, P. F. A Wearable Bracelet Device for Promoting Arm Use in Stroke Patients. Conference: Neurotechnix 15, Volume: Proceedings of the 3rd International Congress on Neurotechnology, Electronics and Informatics
 B. Ballester, Rubio, J. Nirme, E. Duarte, A. Cuxart, S. Rodriguez, P. Verschure and A. Duff (2015), “The visual amplification of goal-oriented movements counteracts acquired non-use in hemiparetic stroke patients”, Journal of NeuroEngineering and Rehabilitation, 12:50 ; doi 10.1186/s12984-015-0039-z.
 Grechuta, K, Rubio, B, Duff, A, Duarte Oller, E, and Verschure, P (2014), “Intensive language-action therapy in virtual reality for a rehabilitation gaming system“, Proc. 10th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies, PM Sharkey, L Pareto, J Broeren, M Rydmark (Eds), pp. 265-273, Gothenburg, Sweden, 2-4 Sept. 2014
 Nirme, J., Rubio, B., Duff, A., Duarte, E., Rodriguez, S., Cuxart, A., & Verschure, P. F. M. J. (2013). “At Home Motor Rehabilitation in the Chronic Phase of Stroke Using the Rehabilitation Gaming System”. In J. L. Pons, D. Torricelli, & M. Pajaro (Eds.), Converging Clinical and Engineering Research on Neurorehabilitation SE – 151 (Vol. 1, pp. 931–935). Berlin: Springer Berlin Heidelberg.
 Mónica S. Cameirão, Sergi Bermúdez i Badia, Esther Duarte, Antonio Frisoli, and Paul F.M.J. Verschure. The combined impact of Virtual Reality Neurorehabilitation and its interfaces on upper extremity functional recovery in patients with chronic stroke. “Stroke”, vol. 43 (10) 2720-2728, 2012