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Related Experiment Video

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Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
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Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect® Sensor.

Rachel Proffitt1, Belinda Lange2

  • 1MRS. T.H. CHAN DIVISION OF OCCUPATIONAL SCIENCE & OCCUPATIONAL THERAPY, UNIVERSITY OF SOUTHERN CALIFORNIA, LOS ANGELES, CA, USA.

International Journal of Telerehabilitation
|August 27, 2016
PubMed
Summary

This study found that a 6-week, game-based telerehabilitation program using Microsoft Kinect® was feasible for individuals with chronic stroke. Participants reported enjoyment, highlighting the potential of virtual reality for home-based stroke exercise.

Keywords:
Home exercise programmotivationstrokevirtual reality

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Area of Science:

  • Neurorehabilitation
  • Game-based therapy
  • Telerehabilitation

Background:

  • Chronic stroke survivors often require ongoing rehabilitation to improve function.
  • Traditional rehabilitation can be limited by access and adherence.
  • Telerehabilitation offers a promising alternative for home-based exercise programs.

Purpose of the Study:

  • To determine the feasibility and utility of a 6-week, in-home, game-based telerehabilitation program for individuals with chronic stroke.
  • To assess participant enjoyment and identify barriers and facilitators to using a virtual reality (VR) system for rehabilitation.
  • To explore the potential of customized VR games for achieving individualized rehabilitation goals.

Main Methods:

  • A 6-week telerehabilitation program using customized Mystic Isle software and Microsoft Kinect® was implemented in the homes of four chronic stroke participants.
  • Intervention was tailored to individual needs and goals identified by the Canadian Occupational Performance Measure.
  • Feasibility and utility were assessed using Likert scale questionnaires, with supplementary clinical outcome data collected.

Main Results:

  • All participants reported moderately high enjoyment of the game-based exercises.
  • Participant feedback identified limited free time as a key barrier to consistent use.
  • The customized VR intervention was found to be practicable for delivering rehabilitative exercises.
  • Individualized goals were addressed through tailored game design.

Conclusions:

  • An in-home, customized, virtual reality game intervention is a practicable approach for rehabilitative exercises in persons with chronic stroke.
  • Further research is needed to evaluate the intervention's impact on functional outcomes, activity levels, and participation.
  • Addressing barriers such as time constraints is crucial for optimizing adherence and effectiveness.