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Using Virtual Reality to Increase Motivation in Poststroke Rehabilitation

Authors:
  • Centro Medicina Reabilitacao Regiao Centro - Rovisco Pais, Portugal

Abstract and Figures

Virtual reality (VR) applications meet fundamental principles of rehabilitation: intensity, task oriented training, biofeedback, environments rich in stimuli, and motivation, all pivotal factors for the success of rehabilitation programs. This paper describes the development process of a set of VR minigames developed to increase the motivation of stroke patients while performing repetitive upper limb movements.
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DEPARTMENT: Applications
Using Virtual Reality to
Increase Motivation in
Post-Stroke Rehabilitation
VR therapeutic mini-games help in post-stroke recovery
VR applications meet fundamental principles of
rehabilitation: intensity, task oriented training,
biofeedback, environments rich in stimuli, and
motivation, all pivotal factors for the success of
rehabilitation programs. This paper describes the
development process of a set of VR mini-games
developed to increase the motivation of stroke
patients while performing repetitive upper limb
movements.
Technology may significantly improve the lives of people suffering from incapacity or deficien-
cy affecting millions worldwide. Virtual Reality (VR) is already used to help patients endure
pain and disease treatment1,2,3, 4 as well as recover from stroke,5,6 among other applications in
medicine. VR has a significant potential for rehabilitation7,8 as it allows the creation of Virtual
Environments (VEs) providing multiple stimuli and fostering the improvement of motor and
cognitive capacities while motivating and engaging the patients. Moreover, VR applications
may meet the four basic principles of rehabilitation: intensity, task oriented training, biofeedback
and motivation, all pivotal factors for the success of rehabilitation programs. 6,9,10 ,11
The following benefits of using VR in rehabilitation have been reported in the literature:7 better
performance, improvement of the affected limb and cognitive functions, neuroplasticity stimula-
tion, and greater autonomy in the daily life activities, while increasing the patients’ motivation
and collaboration during the rehabilitation program. In particular, some authors have ‘found
evidence that the use of virtual reality and interactive video gaming may be beneficial in improv-
Paulo Dias, Ricardo Silva
DETI/IEETA Universidade de
Aveiro, Aveiro, Portugal
Paula Amorim, Jorge Laíns,
Eulália Roque, Inês Serôdio
Fátima Pereira
Centro de Medicina de
Reabilitação da Região Centro -
Rovisco Pais, Tocha, Portugal
Beatriz Sousa Santos
DETI/IEETA Universidade de
Aveiro, Aveiro, Portugal
Editor:
Mike Potel
potel@wildcrest.com
Beatriz Sousa Santos
DETI/IEETA Universidade de
Aveiro Aveiro, Portugal
COMPUTER GRAPHICS AND APPLICATIONS
ing upper limb function and ADL (Activities of Daily Living) function when used as an adjunct
to usual care (to increase overall therapy time) or when compared with the same dose of conven-
tional therapy'. 7 This makes VR an exciting tool in the future of therapy, ‘not only because it
was proven to be effective among sick and healthy subjects but also because it had very little
side-effect and was much safer than other aggressive or offensive therapies’. 8
Recently, affordable sensors developed by the gaming industry have been explored for rehabili-
tation. 6,12 This synergy between benefits and affordable technology makes VR applications a
natural approach for stroke rehabilitation, one of the main causes of incapacity worldwide.
Aware of this potential, and concerned with the lack of motivation of stroke patients while per-
forming repetitive upper limb movements in acute, subacute, and chronic phases, a group of
professionals at ‘Centro de Medicina de Reabilitação da Região Centro – Rovisco Pais’, a na-
tional Rehabilitation Center in Portugal, contacted the Universidade de Aveiro to develop VR
therapeutic serious games aimed at increasing motivation by providing everyday life context to
the movements. Several VR applications were developed using a Leap Motion sensor
(www.leapmotion.com) to track upper limb movements. These applications help patients per-
form relevant shoulder, arm and hand movements, while immersing them in an informal game-
like Virtual Environment (VE). This paper describes the development of the applications and the
main results of a study involving a group of 12 patients of the Rehabilitation Center.
VR APPLICATIONS
With the goal of maximizing the usefulness and efficacy of
the applications and taking into consideration the specific
nature of their users and context of use, the initial phase of
the process involved a series of visits to the Rehabilitation
Center and meetings, first with a group of interested physi-
atrists, and later also with physical and occupational thera-
pists. These meetings helped establish a common ground of
mutual understanding of what patients need and what the
technology can provide, thenceforth facilitating the com-
munication between the teams. The first outcome of these
meetings was the awareness that the ideal VR platform
should encompass not only a set of mini-games to moti-
vate patients during the essential but tedious sessions of
upper limb rehabilitation (the initial goal), but also the
possibility of personalization of the games as well as re-
mote monitoring of the patients progress, allowing a better
follow-up of the patients’ evolution beyond the Rehabilita-
tion Center. This is a very important feature allowing
patients to actively participate in their program at home. As
a result of this initial phase, a set of decisions concerning
the design and implementation of the applications were
made, and the physiatrists and therapists stayed involved
during the process, regularly giving feedback and helping
establish intermediate goals.
The Leap Motion controller was selected as the sensor to monitor both coarse gestures (shoulder
or elbow movement, detected due to change of hand position) and fine movements (finger pinch-
es) since it detects the position, orientation and current state of the hand. The games were devel-
oped in Unity3D (unity3d.com). This platform allows the creation of VEs as well as game logic
and facilitates the virtual world creation interface as well as native integration with an Oculus
Rift DK2 Head Mounted Display (www.oculus.com/rift) and the official Leap Motion SDK
package.
The system includes a backend server controlling access to the database and the front-end 3D
applications used by patients, as well as a configuration web page. This allows for storage and
management of game configuration data (game instance, number of iterations, maximum com-
The VR platform
should encompass
not only a set of
mini-games to
motivate patients,
but also the
possibility of
personalization
and remote
monitoring of
patient progress
APPLICATIONS
pletion time, difficulty level and other aspects of the game), and game results (task completion,
time elapsed and specific values concerning the patient’s movements as the longest distance
reached).
Our first goal was to define which gestures were relevant for the exercises to be performed by
patients during the games. The ‘Enjalbert Test’ was selected as the basis for the applications to
be developed since it was already used to evaluate patients’ progress at the Rehabilitation Center.
13 The test, a six-level scale, is used to access the current state of the upper limb movement re-
covery for a post-stroke victim and includes different movements, ranging from 0 (no upper limb
movement) to 6 (fine pincer movements with all fingers):
Lifting and holding the hand in place (shoulder)
Bringing the hand to the mouth (shoulder and elbow)
Opening and closing the hand (hand)
Executing fine pinch movements with the index and middle fingers (hand)
Executing fine pincer movements with the ring and pinky fingers (hand)
An important requirement was that the games should
evoke real life situations and be aimed at helping patients
recover capacities for an independent life. Thus, it was
decided to develop five mini-games, focused on move-
ments involved in progressing through the Enjalbert scale.
The games developed to exercise the first three gestures
passed a first round of tests with patients (in the same
order as the list above):
Lift: the patient should lift a dumbbell above a
specified line (Figure 1) and hold it for a prede-
fined time before bringing it back down. This
action should be repeated for a predefined num-
ber of times;
Apple Eater: the patient should reach one of the
2 apples (Figure 2) on a table and bring it to the
mouth;
Dish Washer: the patient should wash the dish-
es, opening and closing their hand to turn on and
off the sink’s faucet (Figure 3). The patient must
keep the hand open until the dish is entirely clean;
Two more games were developed to exercise ‘finger pinch’ movements that required users to
pick objects from a box and drop them on a table using different pinch gestures. However, due
to the unreliability of the Leap Motion controller for very fine gestures, doctors concluded these
games were not responsive enough to be tested with patients.
Data such as the duration of each movement, number of repetitions, height of the barbell line,
number of apples on each side of the table, number of dishes, or what is considered an open hand
are configured through a backend web page. A calibration application was also developed to
configure the games according to the patient’s condition, essential for allowing the patients to
accomplish the task. With this application the limits for values such as ‘maximum height when
lifting arm’ or ‘maximum hand opening’ can be set for each patient and updated according to the
patients progress along their rehabilitation program.
The games should
evoke real life
situations and be
aimed at helping
patients recover
capacities for an
independent life.
COMPUTER GRAPHICS AND APPLICATIONS
Figure 1: The ‘Lift’ game: user lifts barbell to a specified height a target number of times.
.
Figure 2: The ‘Apple Eater’ game: user takes an apple to the mouth a number of times.
Figure 3: ‘Dish Washer’ game: user opens and closes the hand to wash the dish a number of times.
As part of the development process, several rounds of preliminary tests were performed at the
Rehabilitation Center with the help of doctors, therapists and volunteer patients who played the
games. This formative evaluation phase had a twofold purpose: identify and correct possible
limitations of the applications and assess whether the patients liked and were motivated by the
mini-games. Some modifications were made, mostly regarding the distance between the virtual
hand resting position and the interaction objects, since in an initial phase applications were only
tested by users with full control of their upper limb and these issues were not noticed. Another
relevant improvement was the addition of a score and a ‘success’ sound effect at the completion
of the task, in a way to provide positive feedback and encouragement, and allow for competition
among patients, features that were considered important to increase motivation. On the other
APPLICATIONS
hand, when patients did not attain the goal, discouraging sounds or negative messages were not
given so as to avoid patient frustration.
Beyond testing the mini-games, these preliminary testing sessions were also meant to instruct the
therapists on how to use the system, especially the configuration settings, as they would be the
main users.
USER STUDY
A VR system was installed at the Rehabilitation Center to enable its patients to use the devel-
oped applications. The VR setup is composed by the following elements, shown in Figure 4;
• A desktop computer to run the applications and local backend server (marked 1 in
the figure).
• A 4k definition monitor to display the VE, when running the applications in a non-
immersive setting (2).
• An Oculus Rift DK2 HMD (Head Mounted Display) to display the VE, when running
the applications in a fully immersive setting (3).
• A Leap Motion controller to track the position and orientation of the patient’s hands,
so they can be represented and used in the VE (4).
• A speaker positioned in front of the patient to provide audio feedback (5).
Figure 4: VR system used at the Rehabilitation Center: 1) computer, 2) monitor, 3) Oculus Rift head
Mounted display, 4) Leap Motion controller, 5) speaker.
To evaluate the developed mini-games, a pilot study was conducted after a formal authorization
by the Rehabilitation Center Ethics Committee and a careful selection of the patients that should
participate. The aim of this study was to establish which selection standards should be applied
regarding which patients could use the applications and benefit from them, as well as to obtain
data regarding the patients’ satisfaction with the games.
The main questions to be answered by our study were: 1) at what level of recovery could the
patients start using the mini-games? 2) which exclusion criteria should be used? 3) which partic-
ular stroke sequelae cause unusual results in a patient’s capability and enjoyment when playing?
4) is this type of treatment well accepted by the patients? 5) is there a preference regarding the
level of immersion (non-immersive vs. full immersion)?
A group of 12 patients (six female) aged between 39 and 71 in several phases of recovery and
suffering from different stroke sequelae were selected to test the applications, using both the
immersive and non-immersive versions of the games. The patients used the applications while
seated and then answered a questionnaire regarding their satisfaction with the mini-games, al-
ways accompanied by a developer and a therapist.
First, the patient was instructed about the test and the equipment he/she would be using. The
patient then played the mini-games twice, using the computer screen as the display and the Ocu-
COMPUTER GRAPHICS AND APPLICATIONS
lus Rift DK2 HMD. To prevent bias, half the patients used the non-immersive version of the
applications first, while the other half started by using the HMD.
After the games were concluded (successfully or not) the patient answered orally part of the
questionnaire (concerned with familiarity with technology; non-immersive versus fully immer-
sive and general questions). The remaining sections of the questionnaire (doctor/therapist cre-
dentials; patient information; occupation therapy) were answered by the doctors and therapists.
RESULTS AND DISCUSSION
Although most patients were not familiar with computer games (9 out of 12 had never played
videogames) or VR (10 out of 12), the mini-games were well accepted both in the rate of success
and in satisfaction. Only 2 patients were not able to successfully complete all 3 mini-games and
only one was not able to complete any of them. And all the patients who were able to play came
away satisfied, claiming to have enjoyed the experience and expressing interest in including VR
as part of the rehabilitation therapy. ‘Lift’ was the preferred game, followed by ‘Dish Washer’.
Although no significant differences in performance or acceptance between the fully immersive
and non-immersive games were noted, when asked, most patients claimed to prefer the fully
immersive version of the system. Two patients preferred the non-immersive version of the mini-
games. One of the patients had never used a computer before and found full immersion to be too
invasive. The other patient suffered from proprioceptive sensitivity and, as explained by the
doctors, stroke victims with this particular sequela feel the need to look at their hand in order to
execute the movements. Thus, not being able to see the real hand when using the HMD may
have caused the patient to feel less attracted to the fully immersive version, despite being able to
successfully play in both versions.
No patients expressed feeling any type of cybersickness during or after playing. This was ex-
pected as none of the mini-games involves any virtual full body movements, or rapidly changing
images, which are important causes for this kind of side effect.
When asked in which setting, individual or social, they would prefer to play the games, the
results were approximately the same for both. It was also noted that one patient participating in
the study had previously played the mini-games, during the preliminary tests, with greater suc-
cess. Although being able to complete all three games both times, during the study the patient
was suffering from depression, which was considered to be a plausible cause for the decrease in
performance.
Some limitations were found regarding the use of the Leap Motion sensor as a tracker. Two
specific issues were considered relevant: the position of the sensor on top of the table proved too
hard to reach by patients in early phases of recovery. This obstacle was overcome by placing a
board on the patient’s lap and positioning the sensor on it. In the ‘Apple Eater' game, because the
patient’s mouth position in the virtual environment was static, unless the patient kept his/her
back straight throughout the full exercise, this position would no longer correspond to the actual
mouth area of the patient. This issue was amplified by the fact that the patients would lean for-
ward to reach the objects, and was alleviated by reminding the patients to keep their back straight
during the procedure.
CONCLUSION
Overall, the potential use of the mini-games in occupational therapy in post-stroke rehabilitation
was very well received by patients, doctors and therapists, with its major benefit being the in-
crease in a patient’s motivation for recovery through the use of fun and relaxed environments,
which successfully distract the patient from the dull clinical setting at an affordable cost.
The collaboration continues with the development of more applications, both aimed at upper
limb movement recovery and rehabilitation for other stroke sequelae and further tests to intro-
duce this approach in the routine therapy of the Rehabilitation Center at least in some phases of
their recovery. The next phase will be the evaluation of the efficacy of this approach as an addi-
APPLICATIONS
tional therapeutic instrument in the rehabilitation of post-stroke patients in acute, sub-acute and
chronic phases, through a longitudinal study involving a larger number of patients with a wider
variety of conditions, both at the Rehabilitation Center and at home.
Augmented Reality (AR) based physical therapy games using smartphones might also be a
promising direction as they lower the barrier to greater home-based use and technological litera-
cy of the population is increasing. Compared to conventional approaches, AR alternatives allow
adapting the exercises to the patients’ interests and habits potentially increasing their motivation.
Nevertheless, immersive VR-based games may be ultimately more engaging.
ACKNOWLEDGMENTS
We thank the students and patients who participated in the tests and user study. This work
was partially supported by FCT, under its project UID/CEC/00127/2013.
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COMPUTER GRAPHICS AND APPLICATIONS
ABOUT THE AUTHORS
Paulo Dias is assistant professor in the Department of Electronics Telecommunications and
Informatics (DETI) at the University of Aveiro and a researcher at the Institute of Electron-
ics and Informatics Engineering of Aveiro (IEETA). His research interests include visual
computing and robotics. Contact him at paulo.dias@ua.pt.
Ricardo Silva obtained an MSc in Computer Engineering from the University of Aveiro,
Portugal, and he developed this work in the scope of his dissertation. Contact him at ri-
cardojsilva@ua.pt.
Paula Amorim is a Physical and Rehabilitation Physician at the Portugal Centre Region Re-
habilitation Medicine Centre Rovisco Pais (CMRRC-RP). Her current research interests in-
clude Telereabilitation, Virtual and Augmented Reality. Contact her at
pamorim@roviscopais.min-saude.pt.
Jorge Lains is a Physical and Rehabilitation Physician at the Portugal Centre Region Reha-
bilitation Medicine Centre Rovisco Pais (CMRRC-RP). Contact him at
jorgelains@roviscopais.min-saude.pt.
Eulália Roque, Fátima Pereira e Inês Serôdio are occupational therapists at the Portugal
Centre Region Rehabilitation Medicine Centre Rovisco Pais (CMRRC-RP). Contact them
at toc@roviscopais.min-saude.pt.
Beatriz Sousa Santos is associate professor in the Department of Electronics Telecommuni-
cations and Informatics (DETI) at the University of Aveiro and a researcher at the Institute
of Electronics and Informatics Engineering of Aveiro (IEETA), Portugal. Her research in-
terests include virtual and augmented reality. Contact her at bss@ua.pt.
Contact editor Mike Potel at potel@wildcrest.com.
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In recent years, there has been an increase in cross-disciplinary collaboration between healthcare, music therapy, and music education, with digital music technology playing a significant role. This collaboration has created ample opportunities to enhance collaboration among these fields, particularly in the development of technology aimed at addressing specific problem areas. However, recent literature presents ambiguous evidence regarding the effectiveness of these technologies in improving outcomes in assessments commonly found within these domains, as well as their contributions to professional practice. Consequently, this dissertation aims to investigate the application of digital music technologies in diverse health-related and educational settings. It does this by addressing three broad and fundamental research questions: What types of affordances are present in technologies utilized in music therapy and educational settings? How can feedback be used across music therapy and educational settings? What practical ways can digital and music technology be used by music therapists and educators? This dissertation is based on four studies (a cross-sectional survey, a narrative review, development of a computational musical system and perceptual assessment, and a mixed-methods study), which results in four articles. Article I provides an understanding of how technology enabled the delivery of music therapy during a global pandemic. Article II finds promising evidence for symptom reduction during neglect rehabilitation through the use of Virtual Reality (VR) and Musical Neglect Training (MNT) interventions and explores intersections of VR and music therapy interventions for the purposes of neglect rehabilitation. Article III outlines the development of a musical system that uses sonification with the purposes of stimulating physical activity. A perceptual assessment of the musical system shows that the sonification accurately represent high- and low- activity subjects. Article IV tests an experimental intervention, the KAiKU Music Glove, compared to an established technology, the iPad, in a music classroom, with two groups of students being tested across academic assessments. The students also responded to user experience surveys and were qualitatively observed while using their technologies. Results show significant differences in test scores, favouring the iPad technology. Important ease of use ratings and qualitative observations are discussed. The dissertation proposes the following set of affordances which are active across the four interventions, (1) Adherence and Motivation, (2) Physical Activity, (3) Perceptual Entrainment and Motor Coordination, (4) Engagement and Concentration, as well as advantageous types of feedback for therapeutic and educational practice present within the interventions. Additionally, the dissertation outlines areas where these interventions intersect in their stimulation of bodily movement, as well as multisensory behaviour. Cumulatively, the findings of this project provide an innovative resource in accounting for how digital music technology supports professional music therapy practice, rehabilitative practice, the stimulation of physical activity, and music learning in the classroom. n recent years, there has been an increase in cross-disciplinary collaboration between healthcare, music therapy, and music education, with digital music technology playing a significant role. This collaboration has created ample opportunities to enhance collaboration among these fields, particularly in the development of technology aimed at addressing specific problem areas. However, recent literature presents ambiguous evidence regarding the effectiveness of these technologies in improving outcomes in assessments commonly found within these domains, as well as their contributions to professional practice. Consequently, this dissertation aims to investigate the application of digital music technologies in diverse health-related and educational settings. It does this by addressing three broad and fundamental research questions: What types of affordances are present in technologies utilized in music therapy and educational settings? How can feedback be used across music therapy and educational settings? What practical ways can digital and music technology be used by music therapists and educators? This dissertation is based on four studies (a cross-sectional survey, a narrative review, development of a computational musical system and perceptual assessment, and a mixed-methods study), which results in four articles. Article I provides an understanding of how technology enabled the delivery of music therapy during a global pandemic. Article II finds promising evidence for symptom reduction during neglect rehabilitation through the use of Virtual Reality (VR) and Musical Neglect Training (MNT) interventions and explores intersections of VR and music therapy interventions for the purposes of neglect rehabilitation. Article III outlines the development of a musical system that uses sonification with the purposes of stimulating physical activity. A perceptual assessment of the musical system shows that the sonification accurately represent high- and low- activity subjects. Article IV tests an experimental intervention, the KAiKU Music Glove, compared to an established technology, the iPad, in a music classroom, with two groups of students being tested across academic assessments. The students also responded to user experience surveys and were qualitatively observed while using their technologies. Results show significant differences in test scores, favouring the iPad technology. Important ease of use ratings and qualitative observations are discussed. The dissertation proposes the following set of affordances which are active across the four interventions, (1) Adherence and Motivation, (2) Physical Activity, (3) Perceptual Entrainment and Motor Coordination, (4) Engagement and Concentration, as well as advantageous types of feedback for therapeutic and educational practice present within the interventions. Additionally, the dissertation outlines areas where these interventions intersect in their stimulation of bodily movement, as well as multisensory behaviour. Cumulatively, the findings of this project provide an innovative resource in accounting for how digital music technology supports professional music therapy practice, rehabilitative practice, the stimulation of physical activity, and music learning in the classroom.
... Designing gamification for rehabilitation. Game-based applications for rehabilitation utilized an interactive game to engage the patients' motivation (Dias et al., 2019) or tried to simulate daily living activities (Weber et al., 2019). Leveraging commercial video games that are designed for healthy users without the therapy requirement causes more fatigue during the therapy session (Gustavsson et al., 2021). ...
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... Our findings, which align with a previous study by Cheng and Tsai (2020), revealed that the aspect of the VR expedition is an interesting part of the mini-game that motivates players. Research has shown that motivating learners within a technology-mediated learning environment can create a positive impact (Butgereit, 2016;Dias et al., 2019;Mei & Sheng, 2011), such that even when some of the challenges in the mini-games were not familiar to the players, they were motivated to think more and resolve the challenge. An example of an educational VR expedition application was developed by Google to allow learners to take a virtual field trip and learn in different contexts (Google Arts and Culture, n. d.). ...
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Background. Chronicity and lack of motivation often go together during the upper limb rehabilitation process in stroke. Virtual reality is a useful tool in this context, providing safe, intensive, individualised treatments in a playful environment. Low-cost, easy-to-use devices with personalised and motivating games for a specific population seem to be the most effective option in the treatment of the upper limbs. Methods. A randomised clinical study with follow-up was carried out to assess the effectiveness of the Leap Motion Controller® device in improving the functionality of the upper limb in patients with chronic stroke. Patients (n=36) were randomised into a control group that performed conventional therapy and an experimental group that combined the virtual reality protocol with conventional therapy. The outcome measures used were grip strength; the Block and Box Test; the Action Research Arm Test; the Disabilities of the Arm, Shoulder and Hand; as well as a Technology Satisfaction Questionnaire and adherence to treatment. Results. Inter-group statistical analysis showed no significant differences except in subsection D of the Action Research Arm Test. Intra-group analysis showed significant differences in both groups, but the experimental group reached significance in all long-term variables. Satisfaction and adherence levels were very high. Conclusions. The Leap Motion Controller® system, as a complementary tool, produces improvements in grip strength, dexterity and motor function in patients with chronic stroke. It is perceived as a safe, motivating, and easy-to-use device. Clinical Registration. NCT04166617 Clinical Trials.
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Background: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. Objectives: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events. Search methods: We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists. Selection criteria: Randomised and quasi-randomised trials of virtual reality ("an advanced form of human-computer interface that allows the user to 'interact' with and become 'immersed' in a computer-generated environment in a naturalistic fashion") in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function. Data collection and analysis: Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information. Main results: We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach. Primary outcome: results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence). Secondary outcomes: when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild. Authors' conclusions: We found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.
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The study of new systems for supporting upper limb rehabilitation is of primary importance, due to the high number of people in need of rehabilitation and the limited effectiveness of most of the current systems. The research work described in this paper proposes a VR system for upper-limb rehabilitation that is immersive, is based on hand gestures to interact with virtual objects, and which can deliver odours when a goal is reached.
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This paper describes a system that combines haptic, virtual reality and game technologies in order to assist repetitive performances of manual tasks to patients, which are recovering from neurological motor deficits. These users are able to feel virtual objects by using a haptic device, which acts as a virtual guide taking advantages of its force feedback capabilities. A virtual environment is used forming a haptic interface between the patient and the game. The haptic device is driven under the users movements and assisted through the Magnetic Geometry Effect (MGE). Preliminary evaluation has been performed in order to validate the system in which two different tasks have been performed (throw down bricks in an hexagonal tower without and with haptic assistance) with the aim to obtain more information related to the accuracy of the device.
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This is the first controlled study to explore whether adjunctive immersive virtual reality (VR) can reduce excessive pain of soldiers with combat-related burn injuries during wound debridement. Patients were US soldiers burned in combat attacks involving explosive devices in Iraq or Afghanistan. During the same wound care session using a within-subject experimental design, 12 patients received half of their severe burn wound cleaning procedure (~6 minutes) with standard of care pharmacologies and half while in VR (treatment order randomized). Three 0 to 10 Graphic Rating Scale pain scores for each of the treatment conditions served as the primary variables. Patients reported significantly less pain when distracted with VR. "Worst pain" (pain intensity) dropped from 6.25 of 10 to 4.50 of 10. "Pain unpleasantness" ratings dropped from "moderate" (6.25 of 10) to "mild" (2.83 of 10). "Time spent thinking about pain" dropped from 76% during no VR to 22% during VR. Patients rated "no VR" as "no fun at all" (<1 of 10) and rated VR as "pretty fun" (7.5 of 10). Follow-up analyses showed VR was especially effective for the six patients who scored 7 of 10 or higher (severe to excruciating) on the "worst pain" (pain intensity) ratings. These preliminary results provide the first evidence from a controlled study that adjunctive immersive VR reduced pain of patients with combat-related burn injuries during severe burn wound debridement. Pain reduction during VR was greatest in patients with the highest pain during no VR. These patients were the first to use a unique custom robot-like arm mounted VR goggle system.