PERSPECTIVE article

Front. Virtual Real., 10 August 2026

Sec. Virtual Reality in Medicine

Volume 7 - 2026 | https://doi.org/10.3389/frvir.2026.1760132

Next-generation movement-based physical rehabilitation through artificial intelligence-driven immersive virtual reality: a brief perspective

  • 1. Research Center on Aging, CIUSSS de l’Estrie-CHUS, Sherbrooke, QC, Canada

  • 2. Faculté de médecine et des sciences de la santé, Université de Sherbrooke, Sherbrooke, QC, Canada

  • 3. Integrated Program in Neuroscience, McGill University, Montreal, QC, Canada

  • 4. Alan Edwards Centre for Research on Pain, McGill University, Montreal, QC, Canada

  • 5. Department of Software and IT Engineering, École de technologie supérieure, Montreal, QC, Canada

  • 6. Centre de recherche du Centre hospitalier de l’Université de Montréal, Montréal, QC, Canada

  • 7. Technopôle en réadaptation pédiatrique, Centre de recherche CHU Sainte-Justine, Montréal, QC, Canada

  • 8. École de réadaptation, Faculté de médecine de l’Université de Montréal, Montréal, QC, Canada

  • 9. School of Rehabilitation, Faculty of Medicine, Université Laval, Quebec, QC, Canada

  • 10. Center for Interdisciplinary Research in Rehabilitation and Social Integration, Quebec, QC, Canada

  • 11. School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada

  • 12. Jewish Rehabilitation Hospital – CISSS Laval site of the Centre for Interdisciplinary Research in Rehabilitation of Greater Montreal (CRIR), Laval, QC, Canada

  • 13. Département de chirurgie, Faculté de médecine et des sciences de la santé, Université de Sherbrooke, Sherbrooke, QC, Canada

Abstract

This perspective article explores the current challenges and future potential of artificial intelligence (AI)-assisted immersive virtual reality (VR) for clinical applications in movement-based physical rehabilitation. It highlights the limitations of current immersive VR and introduces AI as a potential solution to improve the overall VR experience, particularly in the context of physical rehabilitation. AI’s role in content creation, personalizing clinical interventions, achieving the right balance between challenge and flow (where tasks are difficult enough to stay engaging but not so hard that they cause frustration), and optimizing sensory experiences in VR environments is discussed. In addition, the article highlights how AI-driven brain-computer interfaces, motion synthesis techniques, and personalized therapeutic immersive experiences can make VR more engaging and effective in enhancing physical rehabilitation outcomes. Finally, we examine the challenges associated with integrating AI and VR systems in physical rehabilitation, including financial, ethical, and user-related barriers that must be addressed to ensure effective and responsible implementation.

1 Introduction

Over the last decade, immersive virtual reality (VR) technology, characterized by real-time simulation enabling user interaction through multiple sensory channels, has rapidly evolved (). Although VR is now used predominantly for entertainment, it has also come to occupy an increasingly important role in healthcare and the health sciences, where it contributes to a range of therapeutic applications and has demonstrated clinical benefits (; ; Wang et al., 2023). More recently, VR has gained growing attention in the field of physical rehabilitation, offering engaging, interactive environments that can motivate patients, enhance adherence, and support repetitive, task-specific training in a more engaging way — key principles in neurorehabilitation and musculoskeletal recovery (; ; Ye et al., 2023; Rutkowski et al., 2020; ; ; ; Plavoukou et al., 2025). Evidence from meta-analysis, systematic and scoping reviews suggests that VR-based rehabilitation can improve motor outcomes and patient engagement (; ; Ye et al., 2023; Rutkowski et al., 2020; ; ; ; Plavoukou et al., 2025).

The success of such therapeutic applications can be influenced by the level of user immersion, which is defined by how closely a system’s input devices (monitoring body responses) and output devices (stimulating sensory perception) align with real-world experiences. Higher fidelity between these components enhance the immersive quality (Slater et al., 2009).

For increased levels of immersion, various input technologies—such as controllers, motion trackers, and brain-controlled systems—capture the user's actions and feed them into the system (). Additionally, output technologies, like headphones, head-mounted displays, and vibration-based devices offer users extrinsic feedback to engage user senses (). In an fully immersive experience, complete attention is required, involving all the senses and allowing users to interact within the virtual world just as they would in the real world (). The degree of immersion is impacted by the sense of presence (psychological perception of being present in the virtual environment), the level of realism (alignment between the user’s expectations and the actual experience in the virtual world), and plausibility/authenticity of the experience (the degree at which the user perceives immersion as authentic) (Slater et al., 2009; ; ; Suh and Prophet, 2018). In our view, artificial intelligence (AI) represents a promising avenue to further enhance these elements by enabling systems to dynamically adapt to users’ experience.

The integration of AI in medicine has been a research topic since the 1950s (; ), with its first surgical application in diagnosing acute abdominal pain in 1976 (). Since then, AI has significantly evolved, expanding into subtypes ranging from narrow AI, focused on specific tasks, to the ambitious pursuit of strong AI, which aims to match or surpass human intelligence (). Its uses now span a wide range of clinical applications, from diagnosis and prognosis to assisting in decision-making (Singareddy et al., 2023).

AI’s ability to process vast amounts of real-time data (particularly in analyzing motor performance, psychophysiological responses, and behavioral patterns), may enable the creation of adaptive VR environments capable of adjusting therapeutic tasks to individual needs (; ; ). Unlike conventional adaptive systems, which often rely on rule-based approaches, AI-based approaches are designed to learn from large and complex datasets, identify patterns, and integrate multiple sources of patient data to support more individualized rehabilitation strategies (). These capabilities have the potential to support a more flexible, scalable, and individualized approach to rehabilitation than conventional rule-based adaptation alone.

The integration of AI into immersive VR systems therefore represents a promising step toward more adaptive and personalized rehabilitation. In this perspective, we argue that the most transformative role of AI in VR-based rehabilitation lies in its capacity to analyze behavioral, motor, and physiological data in real time to dynamically tailor the intervention based on individuals’ clinical characteristics. However, despite this potential, important translational challenges remain, including system usability, clinical validation, and the integration of AI-driven personalization into routine rehabilitation practice. This article discusses the emerging role of AI-enhanced VR in physical rehabilitation and outlines key research priorities needed to translate these technologies into effective clinical tools. In this perspective, we focus on physical rehabilitation interventions that involve active motor training and movement-based therapy. This article is intended for clinicians, rehabilitation researchers, technology developers, and healthcare decision-makers interested in the future integration of AI-driven immersive VR systems into rehabilitation practice.

2 Reality check: limitations of VR in rehabilitation

Despite its potential, immersive VR faces notable limitations, especially in physical rehabilitation contexts. Although VR experiences delivered through head-mounted display (HMD) systems have been shown in several studies and systematic reviews to improve motor recovery and patient engagement (; ; Ye et al., 2023; Rutkowski et al., 2020; ), several factors still impede their widespread clinical adoption. These obstacles largely stem from economic constraints, limited content availability, and user experience issues that strongly influence adherence and therapeutic effectiveness, as reported in studies examining barriers and facilitators to the adoption of immersive VR in healthcare settings (Sadowski et al., 2026; ; ).

2.1 Economic and content limitations in research settings

Personalizing VR environments can modulate individuals’ emotional experiences by adjusting parameters such as visual and auditory stimulus, interactions, and narratives (). Furthermore, the use of embodiment (sensations of being inside, having, and controlling a body ()) and avatar representation (graphical representation of a user (Peters et al., 1997)) have been shown to influence behavior and potentiate motor rehabilitation (Ventura et al., 2023; ).

However, developing personalized content is resource-intensive and time-consuming. Consequently, many systems rely on broadly designed experiences that often overlook individual preferences, needs, and cultural contexts. This limitation contributes to the wide variability seen in VR applications: while some commercial products offer highly polished visuals, research environments typically focus on experimental content and rely on simpler assets due to limited resources. In this context, visual design can still meaningfully enhance user engagement and enjoyment in academic VR experiences (), especially when combined with rich interactivity and sensory feedback.

Challenges like unrealistic animations and the uncanny valley effect – when virtual characters’ movements or facial expressions feel unnatural – can also impact the realism of the virtual experience (Schindler et al., 2017; ). Additionally, VR applications face usability challenges, especially in niche fields like rehabilitation, where testing and refinement are often limited by costs and time. Addressing these challenges requires a structured approach to VR content development that carefully considers both functionality and cost.

2.2 User experience

Beyond cost and content limitations, user experience issues limit VR’s rehabilitation potential. Cybersickness, resulting from mismatches between visual input and physical movement cues, can lead to dizziness, nausea, and general discomfort (). Cognitive overload, from overwhelming sensory input, may result in confusion and stress if not carefully managed (; ; ; Wenk et al., 2023). Technical issues like glitches and unresponsive controls disrupt immersion and cause frustration (). Additionally, poorly calibrated difficulty levels in VR experiences – whether too simple or too challenging – can lead to disengagement and reduced long-term interest ().

3 AI as a solution

While immersive VR has demonstrated therapeutic benefits in motor and cognitive rehabilitation (; ; Ye et al., 2023; Rutkowski et al., 2020; ), its current limitations often restrict its full clinical impact. Emerging research suggests that AI may help address some of these limitations by enabling real-time adaptation, intelligent feedback, and more efficient content creation. AI can also facilitate real-time data analysis that may support long-term monitoring of motor recovery.

3.1 AI can help with content creation

AI has been used in the gaming industry to generate storylines and virtual environments (; Yannakakis and Hallam, 2009). Interestingly, research shows that AI-generated writings are often indistinguishable from those authored solely by humans, further showcasing AI’s potential for seamless integration into various content creation processes (; ).

AI can generate visual content through Generative Adversarial Networks (GANs), which pair a generator that produces new images with a discriminator that judges how realistic those images appear (Sikka et al., 2024). Although current GANs have resolution limitations (Villegas-Ch et al., 2025; Park et al., 2022), combining them with foveated rendering, which uses eye-tracking to focus on high-resolution areas, can improve the visual experience and reduce cybersickness by directing resources to where the user is looking (; Patney et al., 2016).

AI can also generate audio content with AI music generation assistants enabling the rapid creation of new auditory stimulus (). Additionally, by incorporating natural language processing tools, therapeutic interventions using VR programming, such as patient speech rehabilitation, may enhance the experience. AI could also support realistic motion synthesis by generating plausible, natural, and contextually appropriate human movements in virtual character animation ().

3.2 AI can improve the user experience

AI may also enhance user experience in virtual physical rehabilitation by making interactions more adaptive and personalized. Although clinical evidence remains limited, studies and experimental prototypes have explored how AI-driven systems can dynamically adjust virtual environments based on user behavior or physiological signals. The following sections describe how AI could personalize clinical interventions (Section 3.2.1), prevent cognitive overload and motion sickness (Section 3.2.2), and reduce technical difficulties (Section 3.2.3).

3.2.1 Personalizing clinical interventions and balancing challenge

Tailoring VR rehabilitation to individual needs is often crucial for maximizing the effectiveness of therapeutic outcomes. Adaptive systems driven by machine learning have been proposed as a way to personalize VR experiences in real time, using information collected prior to the intervention (e.g., user’s history) or through formative (e.g., user’s biological signals) and summative (e.g., overall skill improvement) evaluation methods (Figure 1) (; ). Recent studies indicate that continuous analysis of real-time user behaviors may allow AI to dynamically optimize VR experiences, making instant adjustments to maximize immersion and user engagement (; ). However, most of these systems remain at the prototype or experimental stage, and their effectiveness in large-scale clinical rehabilitation settings has yet to be fully established.

FIGURE 1

AI could also dynamically adjust the level of difficulty in VR experiences, ensuring not only an optimal balance between challenge and engagement but also an appropriate level of motor demand. In motor learning, it is essential to maintain a difficulty level that is achievable yet sufficiently demanding, and this level must be adapted to each patient as well as to their progression and moment-to-moment condition, maintaining therapeutic relevance and motor challenge. This may be particularly relevant to serious gaming scenarios, which use game-like simulations for purposes beyond entertainment such as rehabilitation ().

3.2.2 Preventing cognitive overload and motion sickness

Preventing cognitive and sensory overload is essential to ensure patient safety and therapeutic effectiveness. Modern VR head-mounted displays equipped with eye-tracking sensors can assess cognitive strain, visual fatigue, and attentional load during rehabilitation exercises (; Patney et al., 2016). When combined with machine learning, these systems may allow early detection of cognitive overload or motion sickness (Yalcin et al., 2024; ), factors that may hinder patient engagement or motor performance. AI could act as a real-time monitoring system, identifying and classifying adverse reactions, then automatically adjusting pace, or visual stimuli to maintain optimal therapeutic conditions ().

Complementing these adaptive AI capabilities, VR has evolved into a truly multisensory medium, extending beyond sight and sound to include touch, temperature, and even smell, illustrating how such multisensory feedback could be integrated into rehabilitation environments. These effects are achieved using technologies such as vibrotactile motors, Peltier elements, skin stretch actuators, and scent cartridges. For instance, OVR Technology's OMARA device (Vermont, USA) uses scentware cartridges to generate thousands of unique scent combinations, while TESLASUIT (London, UK) integrates haptic feedback via electrical muscle and nerve stimulation, along with motion capture for precise tracking (Teslasuit, 2025). By analyzing sensor data in real time, AI may help fine-tune these multisensory cues to enhance engagement while preventing sensory overload ().

3.2.3 Improving user interaction and overcoming technological barriers

AI also has the potential to support patients, clinicians, and caregivers by reducing the technological and usability challenges often encountered in virtual rehabilitation (). Using natural language processing (NLP), intelligent virtual assistants could potentially guide users through setup and exercises, provide real-time feedback, and assist with technical issues. By interpreting spoken or written input in real time, NLP-based chatbots could provide immediate feedback, clarify user doubts, and personalize responses according to each user’s progress, preferences, and level of digital literacy.

4 AI–VR integration: today and tomorrow

Recent systematic and scoping reviews, presented in Table 1, suggest that the integration of AI with VR technologies may enhance rehabilitation approaches by enabling greater personalization, adaptive feedback, and continuous monitoring of patient performance. However, the available evidence remains limited, and many applications have been explored primarily in experimental or early-stage clinical studies. The following sections describe how AI may contribute to VR-based rehabilitation through mind control of a virtual avatar, motion synthesis, and adaptive game design principles such as flow and just-right challenges.

TABLE 1

Authors, yearReview typeScope/contextPopulationVR settingsAI modelsKey takeaways for rehabilitation
A systematic mapping studySystematic mapping of 53 studies using AI in neurological physical therapyMixed (stroke, PD, ALS, etc.)2 studies used VR systems for immersive and feedback-driven rehabilitationThe studies used machine learning-based ANN modelsAI and VR technologies make rehabilitation more dynamic and engaging, motivating patients to remain consistent in their recovery
Scoping reviewAI home-based virtual rehabilitationMixed (various conditions)13 studies used VR environments incorporating tools such as smartphone, desktop, and web applicationsThe AI algorithms applied in the studies primarily included fuzzy rule-based approaches, template matching techniques, and deep neural networksAI-driven VR rehabilitation improved recovery through personalized feedback, adaptive exercises, and remote monitoring
Sumner et al. (2023)Systematic review of RCTsAI-supported physical rehabilitation technology tested in the clinical settingMixed (various conditions)5 studies used VR environments incorporating equipment such as Kinect cameras, 3D displays, head-mounted displays, balance boards, and drum kitsThe studies used machine learning–based AI, including neural networks (RNN, MLP, RBFN, etc.), support vector machines (SVM), fuzzy logic systems, and probabilistic or Bayesian modelsVR and AI systems enhance rehabilitation by assessing performance, improving motor and balance functions, and motivating patients through personalized and adaptive exercises
Systematic reviewComprehensive review of AI-based machine learning applications for physical rehabilitationHealthy participants1 study used a VR exergame platform integrated with AI for motion predictionThe studies used a machine learning-based XGBoost modelThe integration of AI and VR exergames provided accurate motion estimation and made rehabilitation more engaging, enabling personalized and real-time feedback
Said et al. (2022)Systematic reviewVR- and robot-therapy BCI rehabilitation using EEG MRCPsMixed (various conditions)4 VR–MRCP studies; closed-loop control tasks including walking a virtual avatar and a 2D cursorThe studies used machine learning–based AI models, including classifiers such as SVM variants (e.g., MF-SVM), LDA and its extensions (e.g., LPP-LDA)MRCP-BCI with VR can induce plasticity and enable movement even with absent motor function; VR can boost engagement and be more cost-effective, but evidence is still limited
Systematic reviewAI algorithms in VEP-based BCIs (P300, SSVEP) for motor rehabilitationMixed (various conditions)8 studies integrated VR feedback for BCI-based motor and control tasksThe studies used machine learning–based AI models, including classifiers such as LDA (e.g., LDA, Fisher or Bayesian LDA), SVM, and CCA.VR-based VEP BCIs enhanced sensory feedback and engagement, achieving high accuracy and ITR, though most remained limited to discrete control and lab settings

Overview of systematic and scoping reviews on AI-driven VR physical rehabilitation technologies.

Abbreviations: Artificial Intelligence (AI); Amyotrophic lateral sclerosis (ALS); Artificial Neural Network (ANN); Brain–Computer Interface (BCI); Canonical Correlation Analysis (CCA); Electroencephalography (EEG); Information Transfer Rate (ITR); Locality Preserving Projection (LPP); Matching Filter (MF); Movement-Related Cortical Potential (MRCP); Multilayer Perceptron (MLP); P300 Event-Related Potential (P300); Parkinson’s disease (PD); Radial Basis Function Network (RBFN); Randomised controlled trials (RCTs); Recurrent Neural Network (RNN); Steady State Visually Evoked potentials (SSVEP); Support Vector Machine (SVM); Three-Dimensional (3D); Two-Dimensional (2D); Visual-Evoked Potential (VEP); Virtual Reality (VR); eXtreme Gradient Boosting (XGBoost).

4.1 Mind control of a virtual avatar

Recent advances have led to the integration of AI in brain–computer interface (BCI) systems, enabling individuals with motor impairments (such as stroke or spinal cord injury patients) to control virtual avatars through neural activity in immersive VR settings (Said et al., 2022; ). By translating brain signals into avatar movements, BCIs combined with AI could allow patients to perform interactive rehabilitation exercises that support motor recovery and strength. When paired with motor imagery (e.g., the mental simulation of movement without physical execution (Rulleau and Toussaint, 2014), this approach may promote gradual re-engagement in movement while reducing fear or pain, as overlapping brain areas are activated during both imagined and actual movements (; ). Systematic reviews and meta-analyses suggest that motor imagery can enhance motor function, strength, and learning (; ; Singer et al., 2024; Yan et al., 2025; ). In this framework, BCIs serve as a bridge between neural activity and the virtual environment, while AI decodes and adapts signals in real time to deliver personalized feedback and potentially improve rehabilitation outcomes (Said et al., 2022; ).

4.2 Motion synthesis

Motion synthesis methods offer an alternative approach to animating avatars and virtual agents in virtual environments, with the aim of reducing reliance on traditional, labor-intensive animation techniques. Recent progress in motion synthesis methods () have demonstrated the potential to generate complex movements in real-time that are perceived by users to be more natural and more akin to the movements of real-life people they interact with.

In the field of physical rehabilitation, the increased realism made possible by motion synthesis has two distinct advantages. First, realistic and natural character motion in the virtual environment has been shown to strengthen social presence (). A pilot study, Shah et al. (2023), found that the implementation of a prosocial element in immersive VR “exergame” rehabilitation programs promoted patient adherence, motivation, and enjoyment when compared to individual VR rehabilitation programs (Shah et al., 2023).

The second advantage of more realistic motion is that users can train in VR using movements and visual cues similar to those in the physical world. Current evidence supports the feasibility and relevance of using such cues to study gaze, locomotion, pedestrian interaction, and movement assessment in controlled or proof-of-concept settings (; ; Winkler et al., 2022; Wei et al., 2019). Such naturalistic motion also reduces the uncanny valley effect, making virtual characters more believable and engaging. Motion synthesized from large datasets of real interactions increases both realism and the real-world transferability of acquired skills. This is especially important for pedestrian and crowd interaction, virtual therapists, and virtual training adversaries, where existing studies provide experimental or methodological support, but clinical effectiveness and functional transfer still need to be confirmed in rehabilitation trials (; ; Winkler et al., 2022; Wei et al., 2019).

Motion synthesis can also be applied to the self-avatar of the user, to animate its body with few markers (Winkler et al., 2022) or, more experimentally, to display movements that are adjusted in real-time to either improve or worsen the quality of the movement that was produced. Such changes in the representation of one’s movements have been shown to be useful in correcting a user’s movements by leading them to either follow their avatar () or correct for perceived deficits (), and are consistent with emerging clinical work on immersive virtual embodiment for pain and motor rehabilitation, including shoulder pain rehabilitation (; ).

4.3 Flow and just-right challenges in serious gaming

Serious games designed for rehabilitation aim to promote engagement and motor learning through structured, goal-oriented play. Serious games can be defined as digital games with the following elements: a software component, educational programming, and goals for the user, which can include problem solving or skill acquisition (). By inducing a strong feeling of presence, VR-based serious games may facilitate the emergence of flow (Riva et al., 2004). Flow, defined as a mental state of deep immersion, focused engagement, and altered time perception (), can influence the perceived effort during physical rehabilitation task (). Its consideration in the design of serious games design may therefore support engagement in therapy, although its direct impact on rehabilitation success depends on the population, task, and intervention context ().

The emergence of the state of flow is facilitated when there is a balance between task difficulty and one’s skill level, maximizing one’s abilities. However, for motor skill learning growth, therapists are aiming to provide interventions at a task difficulty that is just above one’s skill level. This specific level is called the just-right challenge – neither too hard nor too easy – to keep both motivation and efforts high (). Interestingly, Poulsen et al. (2006) described commonalities between flow and just-right challenge. While flow is a perfect balance between skill and difficulty that can be broken by failure, just-right challenge is slightly above one’s abilities, leading to necessary failure that will lead to progress in motor learning. Both concepts share interesting characteristics, such as continuity of effort and motivation to perform a task and improve.

In studies using serious games research, different mechanics have been explored to help maintain users’ engagement and support flow-like experiences (). Schrader et al. (2017) highlight the importance of game characteristics depending on the emotional states of the player. They define this adaptability as a player-centered approach which allows users to adjust the game mechanics and the representation modes to better learning, experience, and performance. The interest of this adaptability based on psychophysiological states is to not have a unique player archetype model, but to have the experience tailored to each. The importance of flow rehabilitation-oriented serious games has also been discussed in several studies (; Petsani et al., 2022; Verschueren et al., 2019).

Yet, the state of flow is still hard to measure as a subjective perception of experience. However, some objective measures have been explored to properly identify these states, ranging from non-verbal behavior to physiological responses that can be collected and analyzed in real time (). AI algorithms could eventually be applied to analyze psychophysiological responses in real-time and detect the conditions needed for the emergence of the state of flow. This may allow for dynamic adaptation of the virtual environment or task to suit the users’ needs.

5 Challenges of AI and VR systems in physical rehabilitation

Integrating AI and immersive VR into physical rehabilitation presents challenges that go beyond technology itself. A first limitation concerns the current evidence base. Although AI-driven immersive VR systems are promising, few clinical studies have specifically evaluated the combined use of AI and immersive VR in rehabilitation. Much of the available evidence comes from proof-of-concept systems, laboratory experiments, feasibility studies, or VR interventions with limited AI integration. Existing studies are also highly heterogeneous in terms of populations, technologies, outcomes, and intervention dosage. Many include small samples, short interventions, and limited long-term follow-up, making it difficult to assess sustained motor learning, adherence, functional transfer, and real-world clinical impact. Evidence also remains limited on whether AI-enhanced immersive VR offers added value over conventional rehabilitation, non-immersive digital tools, or standard VR interventions.

Another obstacle is the high financial cost of developing, implementing, and maintaining such systems. Many organizations struggle to absorb these expenses, even when the potential benefits include greater value, improved revenues, and increased efficiency (). These costs may be especially difficult to justify while evidence of long-term clinical benefit, cost-effectiveness, and scalability remains incomplete. Overcoming this barrier will require collaborative models that share costs across sectors, along with supportive regulatory frameworks that foster innovation while protecting patient interests.

Another significant challenge lies in end-user involvement and acceptance. The success of AI–VR rehabilitation systems depends heavily on continuous collaboration between developers, clinicians, and patients during the design, testing, and implementation phases to ensure that the technologies are clinically relevant, usable, and aligned with patient needs (). However, translating clinical rehabilitation needs into technical specifications can be challenging, particularly when communication between developers and end users is limited. Integrating VR technologies into routine clinical practice may also be difficult, as they must fit within existing workflows, documentation practices, and professional responsibilities while requiring ongoing training, technological confidence, and sustained engagement from healthcare professionals (Sadowski et al., 2026). Rather than immediately reducing workload, AI–VR systems may initially increase therapists’ responsibilities through training, calibration, supervision, interpretation of AI-generated outputs, troubleshooting, and safety monitoring. Some companies may help facilitate implementation by providing staff training, technical assistance, and troubleshooting support when technical issues arise (Sadowski et al., 2026). Encouraging interdisciplinary collaboration and maintaining flexible communication channels may help bridge these challenges and support the development of more intuitive and effective rehabilitation tools (Saghafian et al., 2021). This is especially important in rehabilitation, where person-centered care requires interventions to be tailored to patients’ capacities, goals, preferences, symptoms, and clinical context (; ). Digital literacy, technology confidence, language, sensory impairments, and socioeconomic factors may also influence patients’ ability to access and benefit from AI–VR rehabilitation, raising concerns about equity of access (Veras et al., 2023).

Sara Gerke and Cohen (2020) security concerns also arise with cloud-based platforms, as they can expose sensitive healthcare data to potential breaches; implementing robust cybersecurity measures such as encryption, multi-factor authentication, and isolated data networks is essential. These concerns are amplified when AI–VR systems continuously collect movement, behavioral, biometric, or physiological data, such as heart rate, muscle activity, eye movements, gait parameters, or performance metrics (). Data governance procedures must therefore address informed consent, data minimization, storage duration, secondary use of data, explainability of AI outputs, and the right of patients to understand how their data are used to guide rehabilitation decisions (). Likewise, ethical and legal issues surrounding AI-generated content (particularly regarding the use of copyrighted materials) require clear guidelines and compliance standards to ensure transparency, intellectual property protection, and accountability (Sara Gerke and Cohen, 2020). Finally, the environmental impact of AI, with its substantial energy demands, should not be overlooked, as underscored by recent studies ().

6 Conclusion

In conclusion, the synergy between AI and VR offers a powerful opportunity to address many current challenges in physical rehabilitation, while our review also highlights the specific limitations that arise when these technologies are combined. Through the creation of rich VR content and the optimization of sensory experiences, AI offers opportunities to enhance both the appeal and therapeutic potential of virtual environments. Rapid AI-driven adjustments to visual and auditory stimuli, tailored to users’ physiological and behavioral responses, have the potential to deepen immersion and clinical relevance of VR-based interventions. Applications such as BCIs for motor recovery, motion synthesis for realistic feedback, and the integration of flow and optimal-challenge principles are expanding the possibilities for rehabilitation delivery. Collectively, these innovations may contribute to more personalized, responsive, and effective therapies. As AI continues to evolve, its deeper integration with VR will likely bring more precise monitoring, adaptive therapeutic programs, and seamless clinician–patient collaboration across settings, transforming rehabilitation into a more engaging, efficient, and effective process for lasting recovery and independence.

Statements

Data availability statement

The original contributions presented in the study are included in the article/supplementary material, further inquiries can be directed to the corresponding authors.

Author contributions

MB: Validation, Project administration, Visualization, Resources, Conceptualization, Writing – review and editing, Funding acquisition, Writing – original draft, Supervision. HD: Writing – review and editing, Visualization, Conceptualization, Project administration. DL: Writing – review and editing, Validation, Writing – original draft, Conceptualization. SH: Conceptualization, Writing – review and editing, Writing – original draft, Validation. MR: Writing – original draft, Validation, Conceptualization, Writing – review and editing. AL: Validation, Conceptualization, Writing – review and editing. SM: Conceptualization, Writing – review and editing, Validation. GL: Resources, Visualization, Funding acquisition, Conceptualization, Validation, Writing – review and editing.

Funding

The author(s) declared that financial support was received for this work and/or its publication. GL received salary support from the Fonds de recherche du Québec–Santé (FRQS).

Acknowledgments

The authors would like to express their gratitude to the Fondation FAiS, affiliated with the Centre intégré universitaire de santé et de services sociaux de la Capitale-Nationale, as well as to Mitacs for their support for the postdoctoral fellowship awarded to MB.

Conflict of interest

The author(s) declared that this work was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

The authors SM, GL, AL, declared that they were an editorial board member of Frontiers at the time of submission. This had no impact on the peer review process and the final decision.

Generative AI statement

The author(s) declared that generative AI was used in the creation of this manuscript. The author(s) verify and take full responsibility for the use of generative AI in the preparation of this manuscript. ChatGPT was used solely to rephrase sentences and to improve the clarity, grammar, and quality of the English language. No generative AI tools were used to generate or interpret the scientific content, ideas, results, or conclusions presented in this work.

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Summary

Keywords

human–machine interaction, machine learning, patient engagement, personalized rehabilitation, real-time adaptation

Citation

Bordeleau M, Derue H, Labbé DR, Houzangbe S, Robert MT, Lamontagne A, Marchand S and Léonard G (2026) Next-generation movement-based physical rehabilitation through artificial intelligence-driven immersive virtual reality: a brief perspective. Front. Virtual Real. 7:1760132. doi: 10.3389/frvir.2026.1760132

Received

03 December 2025

Revised

04 July 2026

Accepted

09 July 2026

Published

10 August 2026

Volume

7 - 2026

Edited by

Silvia Orlandi, University of Bologna, Italy

Reviewed by

Tony Donegan, August Pi i Sunyer Biomedical Research Institute (IDIBAPS), Spain

Updates

Copyright

*Correspondence: Martine Bordeleau, ; Guillaume Léonard,

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All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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