2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) 2022
DOI: 10.1109/vrw55335.2022.00209
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Whac-A-Mole: Exploring Virtual Reality (VR) for Upper-Limb Post-Stroke Physical Rehabilitation based on Participatory Design and Serious Games

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Cited by 11 publications
(5 citation statements)
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“…User-centered design, on the other hand, is an iterative design approach where designers prioritize users and their needs at every stage of the design process. But there are methodologies that can be adopted in the development of IVR games, such as experience design [ 64 ], iterative design [ 65 , 66 ], experimental design [ 67 ], rapid prototyping methodology [ 68 ], and participatory design or co-design [ 69 , 70 ]. Participatory design, which involves professionals from different disciplines, has been employed by many scholars in healthcare for IVR game development [ 71 , 72 ] and could be particularly relevant for the development of rehabilitation solutions but has not been investigated yet in this particular field.…”
Section: Discussionmentioning
confidence: 99%
“…User-centered design, on the other hand, is an iterative design approach where designers prioritize users and their needs at every stage of the design process. But there are methodologies that can be adopted in the development of IVR games, such as experience design [ 64 ], iterative design [ 65 , 66 ], experimental design [ 67 ], rapid prototyping methodology [ 68 ], and participatory design or co-design [ 69 , 70 ]. Participatory design, which involves professionals from different disciplines, has been employed by many scholars in healthcare for IVR game development [ 71 , 72 ] and could be particularly relevant for the development of rehabilitation solutions but has not been investigated yet in this particular field.…”
Section: Discussionmentioning
confidence: 99%
“…Further studies could nonetheless consider previous therapeutical approaches and/or time after event related variables, if only for descriptive purposes. Third, even though the current evidence seems to support the implementation of the use of VR and video games in the rehabilitation of stroke patients, the “enactment” of the most effective VR-based modality (i.e., real-world games [ 36 ], use of assisted robotics [ 37 ]) remains unexplored, and further research in the field, focusing on the comparison of different VR-based approaches, as well as the use of participatory designs involving different strata of the therapeutic scene [ 39 ], is required in the future.…”
Section: Discussionmentioning
confidence: 99%
“…This efficacy is explained by their numerous applications and beneficial effects in patients affected by neurological, psychiatric or musculoskeletal pathologies [ 27 ]. The implementation of this technology in the field of neurology is of paramount importance, since there is a large number of studies supporting and endorsing the beneficial effects on the patient, specifically in stroke rehabilitation [ 28 , 29 ], providing improvements in gait, postural balance, trunk balance, strength, spasticity, upper limb motor function and improvements in cognitive level and attention, among others [ 30 , 31 , 32 , 33 , 34 , 35 , 36 , 37 , 38 , 39 ].…”
Section: Introductionmentioning
confidence: 99%
“…These characteristics make it a very attractive device and invite future research on new more affordable and accessible devices, which could facilitate its implementation in homes and medical centers. We were able to find works [24] in which these devices are beginning to be used, and in which a resulting simplification can be observed in terms of installation and configuration of the VR space. Taking into account the above, it would be of great interest to carry out a comparative study between HTC VIVE and Oculus Quest.…”
Section: Discussionmentioning
confidence: 99%