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Related Experiment Video

Updated: Jul 2, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
05:52

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation

Published on: March 8, 2018

Machine learning-based adaptive personalization in virtual reality stroke rehabilitation: a systematic review.

Arar Al Tawil1,2, Siti Hazyanti Mohd Hashim1, Aseel Aburub3

  • 1School of Computer Sciences, Universiti Sains Malaysia, USM Penang, Malaysia.

Frontiers in Rehabilitation Sciences
|July 1, 2026
PubMed
Summary

Machine learning enhances virtual reality (VR) stroke rehabilitation by personalizing therapy. This systematic review confirms ML-based adaptive VR improves upper limb function, offering a safe and effective approach for stroke recovery.

Keywords:
adaptive personalizationmachine learningreinforcement learningstroke rehabilitationvirtual reality

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Area of Science:

  • Neurorehabilitation
  • Virtual Reality Technology
  • Machine Learning Applications

Background:

  • Stroke is a leading cause of global disability, necessitating innovative therapeutic strategies.
  • Virtual Reality (VR) is emerging as a promising tool in stroke rehabilitation.
  • Existing VR systems often use rule-based difficulty adjustments, which may not fully address the complex, non-linear recovery process after stroke.

Purpose of the Study:

  • To systematically review evidence on Machine Learning (ML)-based adaptive personalization in VR stroke rehabilitation.
  • To analyze ML algorithms, adaptation strategies, clinical outcomes, and implementation considerations.
  • To synthesize current research on the efficacy and safety of ML-driven VR for stroke recovery.

Main Methods:

  • A systematic literature search was conducted across six databases (January 2015-December 2025) following PRISMA 2020 guidelines.
  • Studies utilizing ML algorithms for VR in stroke rehabilitation were included.
  • Data extraction covered ML algorithms, adaptation mechanisms, therapeutic parameters, clinical outcomes, and implementation factors; risk of bias was assessed, and meta-analysis was performed.

Main Results:

  • Twenty-five studies were analyzed, with Reinforcement Learning (n=8) and Deep Learning (n=7) being prominent ML algorithms.
  • Approximately 80% of studies employed real-time closed-loop adaptation.
  • Meta-analysis revealed a significant improvement in upper limb motor function (FMA-UE) by 7.47 points (p<0.001), exceeding the minimal clinically important difference. Usability scores were high (SUS=72.5), with minimal adverse events.

Conclusions:

  • ML-based adaptive VR rehabilitation is clinically effective and safe for stroke recovery.
  • Significant improvements in motor function and positive usability highlight the potential of this approach.
  • Implementation challenges in resource-limited settings warrant further attention for broader accessibility.