Literature DB >> 31663039

End-user involvement in rehabilitation virtual reality implementation research.

Rachel Proffitt1, Stephanie Glegg2, Danielle Levac3, Belinda Lange4.   

Abstract

PURPOSE: Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. DESIGN/METHODOLOGY/APPROACH: The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.
FINDINGS: A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. RESEARCH LIMITATIONS/IMPLICATIONS: Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. ORIGINALITY/VALUE: The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.

Entities:  

Keywords:  Disability; Implementation science; Knowledge translation; Rehabilitation; Video games; Virtual reality

Year:  2019        PMID: 31663039      PMCID: PMC6818713          DOI: 10.1108/JET-10-2018-0050

Source DB:  PubMed          Journal:  J Enabling Technol        ISSN: 2398-6263


  21 in total

1.  Establishing a 'train the trainer' education model for clinical skills development.

Authors:  Sheila Doyle; Joan Gallagher; Miriam Bell; Ceire Rochford; Sinead Roynane
Journal:  Nurs Older People       Date:  2008-06

Review 2.  Virtual reality, disability and rehabilitation.

Authors:  P N Wilson; N Foreman; D Stanton
Journal:  Disabil Rehabil       Date:  1997-06       Impact factor: 3.033

3.  Evaluating change in virtual reality adoption for brain injury rehabilitation following knowledge translation.

Authors:  Stephanie M N Glegg; Liisa Holsti; Sue Stanton; Steven Hanna; Diana Velikonja; Barbara Ansley; Denise Sartor; Christine Brum
Journal:  Disabil Rehabil Assist Technol       Date:  2016-01-10

4.  Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists.

Authors:  Danielle Levac; Stephanie Glegg; Heather Colquhoun; Patricia Miller; Farzad Noubary
Journal:  Games Health J       Date:  2017-08

5.  Development of an interactive game-based rehabilitation tool for dynamic balance training.

Authors:  BeLinda Lange; Sheryl Flynn; Rachel Proffitt; Chien-Yen Chang; Albert Skip Rizzo
Journal:  Top Stroke Rehabil       Date:  2010 Sep-Oct       Impact factor: 2.119

Review 6.  The GestureTek virtual reality system in rehabilitation: a scoping review.

Authors:  Stephanie M N Glegg; Sandy K Tatla; Liisa Holsti
Journal:  Disabil Rehabil Assist Technol       Date:  2013-05-29

Review 7.  Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review.

Authors:  Anuja Darekar; Bradford J McFadyen; Anouk Lamontagne; Joyce Fung
Journal:  J Neuroeng Rehabil       Date:  2015-05-10       Impact factor: 4.262

Review 8.  Integrated knowledge translation (IKT) in health care: a scoping review.

Authors:  Anna R Gagliardi; Whitney Berta; Anita Kothari; Jennifer Boyko; Robin Urquhart
Journal:  Implement Sci       Date:  2016-03-17       Impact factor: 7.327

9.  A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia A Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  BMC Health Serv Res       Date:  2016-10-06       Impact factor: 2.655

10.  Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect® Sensor.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Int J Telerehabil       Date:  2015-11-20
View more
  2 in total

1.  A focus group study of therapists' views on using a novel neuroanimation virtual reality game to deliver intensive upper-limb rehabilitation early after stroke.

Authors:  Rachel C Stockley; Danielle L Christian
Journal:  Arch Physiother       Date:  2022-06-15

2.  Usability Testing of Virtual Reality Applications-The Pilot Study.

Authors:  Dorota Kamińska; Grzegorz Zwoliński; Anna Laska-Leśniewicz
Journal:  Sensors (Basel)       Date:  2022-02-10       Impact factor: 3.576

  2 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.