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Updated: Jan 10, 2026

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A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
Published on: May 16, 2025
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Feasibility and Usability of an Omnidirectional Treadmill-Based Virtual Reality Rehabilitation Game: A Mixed-Methods
Adria Quigley1,2, Dru Pierson1, Juhui Jeong1
1Dalhousie University, School of Physiotherapy, Halifax, Nova Scotia B3H 4R2, Canada.
Physical Therapy
|November 20, 2025
Summary
This study shows that an omnidirectional (360°) virtual reality (VR) game is feasible for stroke rehabilitation. The VR system offers adequate intensity and repetitions, potentially enhancing recovery for stroke survivors.
Area of Science:
- Neuroscience
- Rehabilitation Medicine
- Human-Computer Interaction
Background:
- Virtual reality (VR) and omnidirectional treadmills are emerging tools in stroke rehabilitation.
- These technologies aim to improve walking and balance in individuals with chronic stroke.
Purpose of the Study:
- To develop a rehabilitation-focused omnidirectional VR game.
- To assess the feasibility and usability of this omni-VR game for stroke survivors and physical therapists.
- To collect preliminary data on walking characteristics and postural sway in stroke survivors.
Main Methods:
- A mixed-methods feasibility study was conducted in a stroke research lab.
- Participants included individuals with chronic stroke and physical therapists.
- An omni-VR game with 8 walking/balance tasks was developed and tested in a single session, followed by semi-structured interviews.
Main Results:
- Eight stroke survivors and four physical therapists participated.
- Feasibility and usability targets were met, though user experience and technical issues require attention.
- Stroke survivors demonstrated significant steps taken, reached adequate heart rate intensity, and engaged for a comparable duration to traditional therapy.
Conclusions:
- Preliminary evidence suggests that omnidirectional VR is a feasible approach for stroke rehabilitation.
- The developed VR game provides adequate intensity, high repetition, and comparable duration to conventional rehabilitation sessions.

