2016
DOI: 10.2522/ptj.20150271
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A Further Step to Develop Patient-Friendly Implementation Strategies for Virtual Reality–Based Rehabilitation in Patients With Acute Stroke

Abstract: Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain duri… Show more

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Cited by 33 publications
(37 citation statements)
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“…The positive findings for enjoyment and motivation, and the high compliance, indicate that the severely impaired participants could enjoy a challenging intervention like the VR training. The results for enjoyment and motivation in this study are consistent with previous studies regarding feasibility of VR in patients early after brain injury for upper [46,47] and lower extremity recovery [48]. The high level of enjoyment and motivation may have been reached because of a good balance between the difficulty of the training and the abilities of the patient with stroke [46].…”
Section: Discussionsupporting
confidence: 81%
See 1 more Smart Citation
“…The positive findings for enjoyment and motivation, and the high compliance, indicate that the severely impaired participants could enjoy a challenging intervention like the VR training. The results for enjoyment and motivation in this study are consistent with previous studies regarding feasibility of VR in patients early after brain injury for upper [46,47] and lower extremity recovery [48]. The high level of enjoyment and motivation may have been reached because of a good balance between the difficulty of the training and the abilities of the patient with stroke [46].…”
Section: Discussionsupporting
confidence: 81%
“…The results for enjoyment and motivation in this study are consistent with previous studies regarding feasibility of VR in patients early after brain injury for upper [46,47] and lower extremity recovery [48]. The high level of enjoyment and motivation may have been reached because of a good balance between the difficulty of the training and the abilities of the patient with stroke [46]. Exercises on the GRAIL can easily be adjusted to the abilities and demands of the patient with stroke by changing the type of exercise, difficulty level, amount of feedback and the amount of tasks within a game.…”
Section: Discussionsupporting
confidence: 81%
“…The potential for VR/AVG use to increase patient enjoyment was described as a strong rationale for use in rehabilitation. Specifically, authors outlined patient enjoyment related to playing games [60, 62, 64, 66, 7072, 82] which differed from traditional rehabilitation approaches (e.g. [52, 73].…”
Section: Resultsmentioning
confidence: 99%
“…[52, 73]. Enjoyment was also seen as essential to the flow experience induced by VR/AVG play [57, 72]. Flow was defined as the “feeling of complete and energized engagement in an activity, with a high level of enjoyment and fulfillment” and described as supportive of adherence to VR/AVG-based rehabilitation [72].…”
Section: Resultsmentioning
confidence: 99%
“…The latter is small and compact, which is suitable for single use as well as promotion. So far desktop system has been widely used in a variety of research areas, such as simulation, bimolecular structure simulation, geological faults, meteorological distribution [5], GIS and so on. In fact, the main obstacle to the current VR system's practicality is cost.…”
Section: Nondestructive Testing System Of Black Box Based On Webmentioning
confidence: 99%