Literature DB >> 32488636

Virtual Reality Design for Stroke Rehabilitation.

Darryl Charles1, Dominic Holmes2, Therese Charles3, Suzanne McDonough4.   

Abstract

Stroke is a leading cause of disability, and with the stroke survivor population rising in most countries it is increasingly difficult to provide optimal treatment to patients once they return home. Assistive technology solutions can potentially contribute to meeting demand, and also be cost effective. In this chapter, we consider the design and development of engaging serious virtual reality (VR) games for upper arm stroke rehabilitation. Fundamental design principles are summarised and related to our experience of creating game-based VR rehabilitation. The application of ideas from psychology, particularly behavioural change and flow theory are discussed, as well as related learning and gamification principles. We address how to manage differences between people through design, user profiling, and intelligent dynamic system behaviour, and we also explore how to account for variation in stroke survivor capability and personality. The idea of a hero's journey as a metaphor for stroke recovery is introduced and we discuss how this metaphor may guide system design, its relationship to game design principles, and how patient narratives and embedded stories might support engagement with treatment. An overview of our previous work is summarised and we discuss how our experience and increased knowledge and capability has informed improved approaches to development processes. Finally, our approach is illustrated with reference to a recent EU project.

Entities:  

Keywords:  Design; Gamification; Stroke rehabilitation; Upper limb; Virtual reality

Year:  2020        PMID: 32488636     DOI: 10.1007/978-3-030-37639-0_4

Source DB:  PubMed          Journal:  Adv Exp Med Biol        ISSN: 0065-2598            Impact factor:   2.622


  2 in total

1.  Virtual Reality Training Using Nintendo Wii Games for Patients With Stroke: Randomized Controlled Trial.

Authors:  Naveed Anwar; Hossein Karimi; Ashfaq Ahmad; Syed Amir Gilani; Kehkshan Khalid; Ahmed Sohaib Aslam; Asif Hanif
Journal:  JMIR Serious Games       Date:  2022-06-13       Impact factor: 3.364

2.  Virtual Reality Augmented Feedback Rehabilitation Associated to Action Observation Therapy in Buccofacial Apraxia: Case Report.

Authors:  Daniele Emedoli; Maddalena Arosio; Andrea Tettamanti; Sandro Iannaccone
Journal:  Clin Med Insights Case Rep       Date:  2021-02-15
  2 in total

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