The Co-Design of Immersive Virtual Reality Upper Limb Activities for People with Tetraplegia during Acute Rehabilitation: A Focus Group Study (Preprint) DOI
Andrew Goodsell, Mariel Purcell, Matthieu Poyade

et al.

Published: April 8, 2025

BACKGROUND The global incidence of spinal cord injury (SCI) is between 10 and 80 new cases per million people each year, with more traumatic injuries occurring than non-traumatic. This equates to 250,000 500,000 worldwide, year. In the UK it estimated that 4400 year sustain a SCI. People tetraplegia report upper limb function as their highest priority for improvement after Using immersive virtual reality (VR) headsets, physical rehabilitation exercises can be completed in engaging digital environments. Immersive VR therefore has potential increase amount therapy undertaken, leading improvements arm hand function. There little evidence supporting exercise SCI, especially while SCI patients are undergoing acute rehabilitation. study recruited therapists establish design direction VR-based platform. research, co-design interventions not widely adopted approach, yet want contribute expert knowledge on experiences OBJECTIVE To explore lived specialist related reality-based activities. METHODS Seven focus groups were conducted online using Microsoft Teams: four (n = 15, age range 36-65 years) three occupational physiotherapists specialising 11). Participants asked discuss expertise about opinions use transcripts analysed content analysis enabling proposition characteristics intervention exercise. RESULTS identified five major themes describing clinical features, treatment, recovery injured during stage suggestions treating limbs following results highlighted what motivates participate how these motivators could encouraged maintained VR. These findings used accessible applications by therapists. They also better understanding advantages an adjunct rehabilitation, well features avoid. CONCLUSIONS this allow elicitation software requirements bespoke platform injury. Additionally, participants suggest factors would enable development usable effective identifying pitfalls avoid development.

Language: Английский

An Adaptive Fatigue Detection Model for Virtual Reality-Based Physical Therapy DOI Creative Commons
Susana Vázquez Martínez,

Mohamed Essalhi,

Vanesa Herrera

et al.

Information, Journal Year: 2025, Volume and Issue: 16(2), P. 148 - 148

Published: Feb. 17, 2025

This paper introduces a fatigue detection model specifically designed for immersive virtual reality (VR) environments, aimed at facilitating upper limb rehabilitation individuals with spinal cord injuries (SCIs). The model’s primary application centers on the Box-and-Block Test, providing healthcare professionals reliable tool to monitor patient progress and adapt routines. At its core, employs data fusion techniques via ordered weighted averaging (OWA) operators aggregate multiple metrics captured by VR system. Additionally, fuzzy logic is employed personalize assessments. Therapists are provided detailed classification of levels alongside video-based visual representation that highlights critical moments during exercises. experimental methodology involved testing both healthy participants patients, using VR-based scenarios validating accuracy through self-reported therapist observations. Furthermore, scalable design promotes integration into remote systems, highlighting adaptability diverse clinical potential enhance accessibility services.

Language: Английский

Citations

0

Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery DOI Open Access
Chala Diriba, Teklu Gemechu Abessa, Dheeraj Lamba

et al.

Journal of Clinical Medicine, Journal Year: 2025, Volume and Issue: 14(6), P. 1783 - 1783

Published: March 7, 2025

Background: Immersive virtual reality (imVR) has shown promise for upper limb stroke rehabilitation (ULSR). However, optimal implementation and treatment modalities remain unclear. This systematic review meta-analysis aimed to evaluate imVR’s efficacy in ULSR determine parameters. Methods: A of randomized controlled trials (RCTs), comparing imVR conventional (CR) adult patients, was conducted. Databases including, the Web Science, Scopus, PubMed, were searched. Meta-regression further explored relationship between intervention duration, frequency, outcomes. Results: Twenty-three studies included review, representing 395 with thirteen incorporated into meta-analysis. showed statistically significant improvements Fugl–Meyer Assessment Upper Extremity (FMA-UE) Scale (mean difference (MD) = 3.04, 95% CI [1.46; 4.62], p < 0.001) Box Block Test (BBT) (MD 2.85, [0.70; 4.99], 0.009) compared CR, but not Action Research Arm (ARAT) 3.47, [−0.22; 7.15], 0.06). these did reach clinically thresholds (7 points FMA-UE 6 BBT). Clinical subgroup analysis both subacute (standardized mean (SMD) 0.92, [0.48; 1.36], 0.002) chronic (SMD 0.69, [0.03; 1.35], 0.03) stages. indicated that there a positive duration improvement. Conclusions: demonstrates potential improving motor function following stroke, particularly longer durations individual session lengths stroke. observed significant, highlighting need research larger sample sizes standardized outcome measures protocols.

Language: Английский

Citations

0

The Co-Design of Immersive Virtual Reality Upper Limb Activities for People with Tetraplegia during Acute Rehabilitation: A Focus Group Study (Preprint) DOI
Andrew Goodsell, Mariel Purcell, Matthieu Poyade

et al.

Published: April 8, 2025

BACKGROUND The global incidence of spinal cord injury (SCI) is between 10 and 80 new cases per million people each year, with more traumatic injuries occurring than non-traumatic. This equates to 250,000 500,000 worldwide, year. In the UK it estimated that 4400 year sustain a SCI. People tetraplegia report upper limb function as their highest priority for improvement after Using immersive virtual reality (VR) headsets, physical rehabilitation exercises can be completed in engaging digital environments. Immersive VR therefore has potential increase amount therapy undertaken, leading improvements arm hand function. There little evidence supporting exercise SCI, especially while SCI patients are undergoing acute rehabilitation. study recruited therapists establish design direction VR-based platform. research, co-design interventions not widely adopted approach, yet want contribute expert knowledge on experiences OBJECTIVE To explore lived specialist related reality-based activities. METHODS Seven focus groups were conducted online using Microsoft Teams: four (n = 15, age range 36-65 years) three occupational physiotherapists specialising 11). Participants asked discuss expertise about opinions use transcripts analysed content analysis enabling proposition characteristics intervention exercise. RESULTS identified five major themes describing clinical features, treatment, recovery injured during stage suggestions treating limbs following results highlighted what motivates participate how these motivators could encouraged maintained VR. These findings used accessible applications by therapists. They also better understanding advantages an adjunct rehabilitation, well features avoid. CONCLUSIONS this allow elicitation software requirements bespoke platform injury. Additionally, participants suggest factors would enable development usable effective identifying pitfalls avoid development.

Language: Английский

Citations

0