Literature DB >> 26196552

Developing Home-Based Virtual Reality Therapy Interventions.

Janice Lin1, Caitlin L Kelleher2, Jack R Engsberg1.   

Abstract

OBJECTIVE: Stroke is one of the leading causes of serious long-term disability. However, home exercise programs given at rehabilitation often lack in motivational aspects. The purposes of this pilot study were (1) create individualized virtual reality (VR) games and (2) determine the effectiveness of VR games for improving movement in upper extremities in a 6-week home therapy intervention for persons with stroke. SUBJECTS AND METHODS: Participants were two individuals with upper extremity hemiparesis following a stroke. VR games were created using the Looking Glass programming language and modified based on personal interests, goals, and abilities. Participants were asked to play 1 hour each day for 6 weeks. Assessments measured upper extremity movement (range of motion and Action Research Arm Test [ARAT]) and performance in functional skills (Canadian Occupational Performance Measure [COPM] and Motor Activity Log [MAL]).
RESULTS: Three VR games were created by a supervised occupational therapist student. The participants played approximately four to six times a week and performed over 100 repetitions of movements each day. Participants showed improvement in upper extremity movement and participation in functional tasks based on results from the COPM, ARAT, and MAL.
CONCLUSIONS: Further development in the programming environment is needed to be plausible in a rehabilitation setting. Suggestions include graded-level support and continuation of creating a natural programming language, which will increase the ability to use the program in a rehabilitation setting. However, the VR games were shown to be effective as a home therapy intervention for persons with stroke. VR has the potential to advance therapy services by creating a more motivating home-based therapy service.

Entities:  

Year:  2013        PMID: 26196552     DOI: 10.1089/g4h.2012.0033

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  6 in total

1.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

2.  In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming.

Authors:  Alexandra L Borstad; Roger Crawfis; Kala Phillips; Linda Pax Lowes; David Maung; Ryan McPherson; Amelia Siles; Lise Worthen-Chaudhari; Lynne V Gauthier
Journal:  J Patient Cent Res Rev       Date:  2018-01-30

3.  Effects of virtual reality training on occupational performance and self-efficacy of patients with stroke: a randomized controlled trial.

Authors:  Yi Long; Rang-Ge Ouyang; Jia-Qi Zhang
Journal:  J Neuroeng Rehabil       Date:  2020-11-13       Impact factor: 4.262

4.  Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis.

Authors:  Zhen Liu; Lingfeng Ren; Chang Xiao; Ke Zhang; Peter Demian
Journal:  Int J Environ Res Public Health       Date:  2022-01-28       Impact factor: 3.390

5.  Clinical acceptance of advanced visualization methods: a comparison study of 3D-print, virtual reality glasses, and 3D-display.

Authors:  Julian Louis Muff; Tobias Heye; Florian Markus Thieringer; Philipp Brantner
Journal:  3D Print Med       Date:  2022-01-30

6.  Perseverance with technology-facilitated home-based upper limb practice after stroke: a systematic mixed studies review.

Authors:  Bridee A Neibling; Sarah M Jackson; Kathryn S Hayward; Ruth N Barker
Journal:  J Neuroeng Rehabil       Date:  2021-02-24       Impact factor: 4.262

  6 in total

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