Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Virtual Reality-Based Rehabilitation for Patients with Stroke: Preliminary Results on User Experience

  • Conference paper
  • First Online:
Extended Reality (XR Salento 2023)

Abstract

Stroke is one of the major causes of disability worldwide, and most stroke survivors require rehabilitation to recover motor and cognitive functions. Virtual Reality (VR) has emerged as a promising means to administer rehabilitative interventions due to its potential to provide high engagement and motivation, with positive effects on treatment compliance. In this context, we present the Virtual Supermarket (VSS), i.e., an immersive ecological VR application to retrain upper limb movements and cognitive functions in patients with stroke. The exercise foresees identifying, reaching, and grabbing grocery items on supermarket shelves and paying for them. Currently, we are conducting a study assessing the user experience of patients with sub-acute and chronic stroke undergoing rehabilitation with the VSS over a period of 4 weeks, 3 times a week. Up to now, 9 patients have experienced the supermarket and have answered questionnaires about perceived ease of use, involvement, and cyber-sickness after the first rehabilitation session. The VSS was evaluated satisfactorily, and no side effects emerged. Although preliminary, these outcomes are encouraging, and we expect the positive results to be maintained at the end of the rehabilitation period too. Further studies will be needed to investigate better clinical improvements that the VSS may lead to.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. XR Ray Interactor. https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@2.0/manual/xr-ray-interactor.html. Accessed 21 Apr 2023

  2. Allen, R.C., Singer, M.J., McDonald, D.P., Cotton, J.E.: Age differences in a virtual reality entertainment environment: a field study. In: Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 44, pp. 542–545. SAGE Publications Sage CA, Los Angeles, CA (2000)

    Google Scholar 

  3. Aprile, I., et al.: Effects of rehabilitation on quality of life in patients with chronic stroke. Brain Inj. 22(6), 451–456 (2008)

    Article  Google Scholar 

  4. Aramaki, A.L., Sampaio, R.F., Reis, A.C.S., Cavalcanti, A., et al.: Virtual reality in the rehabilitation of patients with stroke: an integrative review. Arq. Neuropsiquiatr. 77, 268–278 (2019)

    Article  Google Scholar 

  5. Arlati, S., Borghetti, D.: XR and neurorehabilitation. In: Roadmapping Extended Reality: Fundamentals and Applications, pp. 257–282 (2022)

    Google Scholar 

  6. Arlati, S., et al.: Acceptance and usability of immersive virtual reality in older adults with objective and subjective cognitive decline. J. Alzheimers Dis. 80(3), 1025–1038 (2021)

    Article  Google Scholar 

  7. Arlati, S., Zangiacomi, A., Greci, L., di Santo, S.G., Franchini, F., Sacco, M.: Virtual environments for cognitive and physical training in elderly with mild cognitive impairment: a pilot study. In: De Paolis, L.T., Bourdot, P., Mongelli, A. (eds.) AVR 2017. LNCS, vol. 10325, pp. 86–106. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-60928-7_8

    Chapter  Google Scholar 

  8. Bank, P.J., Cidota, M.A., Ouwehand, P., Lukosch, S.G.: Patient-tailored augmented reality games for assessing upper extremity motor impairments in Parkinson’s disease and stroke. J. Med. Syst. 42, 1–11 (2018)

    Article  Google Scholar 

  9. Baumann, M., Lurbe-Puerto, K., Alzahouri, K., Aïach, P.: Increased residual disability among post stroke survivors and the repercussions for the lives of informal caregivers. Top. Stroke Rehabil. 18(2), 162–171 (2011)

    Article  Google Scholar 

  10. Béjot, Y., Bailly, H., Durier, J., Giroud, M.: Epidemiology of stroke in Europe and trends for the 21st century. La Presse Médicale 45(12), e391–e398 (2016)

    Article  Google Scholar 

  11. Broussy, S., et al.: Sequelae and quality of life in patients living at home 1 year after a stroke managed in stroke units. Front. Neurol. 10, 907 (2019)

    Article  Google Scholar 

  12. Cobb, S.V., Nichols, S., Ramsey, A., Wilson, J.R.: Virtual reality-induced symptoms and effects (VRISE). Presence Teleoperators Virtual Environ. 8(2), 169–186 (1999)

    Google Scholar 

  13. Coldham, G., Cook, D.M.: VR usability from elderly cohorts: preparatory challenges in overcoming technology rejection. In: 2017 National Information Technology Conference (NITC), pp. 131–135. IEEE (2017)

    Google Scholar 

  14. Csikszentmihalyi, M., Csikszentmihalyi, M., Abuhamdeh, S., Nakamura, J.: Flow and the Foundations of Positive Psychology: The Collected Works of Mihaly Csikszentmihalyi, pp. 227–238. Springer, Dordrecht (2014)

    Google Scholar 

  15. Dias, P., et al.: Using virtual reality to increase motivation in poststroke rehabilitation. IEEE Comput. Graphics Appl. 39(1), 64–70 (2019)

    Article  Google Scholar 

  16. Domínguez-Téllez, P., Moral-Muñoz, J.A., Salazar, A., Casado-Fernández, E., Lucena-Antón, D.: Game-based virtual reality interventions to improve upper limb motor function and quality of life after stroke: systematic review and meta-analysis. Games Health J. 9(1), 1–10 (2020)

    Article  Google Scholar 

  17. Elor, A., Powell, M., Mahmoodi, E., Teodorescu, M., Kurniawan, S.: Gaming beyond the novelty effect of immersive virtual reality for physical rehabilitation. IEEE Trans. Games 14(1), 107–115 (2022). https://doi.org/10.1109/TG.2021.3069445

    Article  Google Scholar 

  18. Hao, J., Xie, H., Harp, K., Chen, Z., Siu, K.C.: Effects of virtual reality intervention on neural plasticity in stroke rehabilitation: a systematic review. Arch. Phys. Med. Rehabil. 103(3), 523–541 (2022)

    Article  Google Scholar 

  19. Herne, R., Shiratuddin, M.F., Rai, S., Laga, H., Dixon, J., Blacker, D.: Game design principles influencing stroke survivor engagement for VR-based upper limb rehabilitation: a user experience case study. In: Proceedings of the 31st Australian Conference on Human-Computer-Interaction, pp. 369–375 (2019)

    Google Scholar 

  20. Hirschman, K., Shaid, E., McCauley, K., Pauly, M., Naylor, M.: Continuity of care: the transitional care model. Online J. Issues Nurs. 20(3), 13–27 (2015)

    Article  Google Scholar 

  21. Huygelier, H., et al.: An immersive virtual reality game to train spatial attention orientation after stroke: a feasibility study. Appl. Neuropsychol. Adult 29(5), 915–935 (2022)

    Article  Google Scholar 

  22. Ijaz, K., Tran, T.T.M., Kocaballi, A.B., Calvo, R.A., Berkovsky, S., Ahmadpour, N.: Design considerations for immersive virtual reality applications for older adults: a scoping review. Multimodal Technol. Interact. 6(7), 60 (2022)

    Article  Google Scholar 

  23. Kennedy, R.S., Lane, N.E., Berbaum, K.S., Lilienthal, M.G.: Simulator sickness questionnaire: an enhanced method for quantifying simulator sickness. Int. J. Aviat. Psychol. 3(3), 203–220 (1993)

    Article  Google Scholar 

  24. Kim, W.S., et al.: Clinical application of virtual reality for upper limb motor rehabilitation in stroke: review of technologies and clinical evidence. J. Clin. Med. 9(10), 3369 (2020)

    Article  Google Scholar 

  25. Kleim, J.A., Jones, T.A.: Principles of experience-dependent neural plasticity: implications for rehabilitation after brain damage. J. Speech Lang. Hear. Res. 51(1), S225–S239 (2008)

    Article  Google Scholar 

  26. Lee, H.S., Park, Y.J., Park, S.W.: The effects of virtual reality training on function in chronic stroke patients: a systematic review and meta-analysis. BioMed Res. Int. 2019 (2019)

    Google Scholar 

  27. Lee, S.H., Jung, H.Y., Yun, S.J., Oh, B.M., Seo, H.G.: Upper extremity rehabilitation using fully immersive virtual reality games with a head mount display: a feasibility study. PM &R 12(3), 257–262 (2020)

    Google Scholar 

  28. Levac, D.E., Huber, M.E., Sternad, D.: Learning and transfer of complex motor skills in virtual reality: a perspective review. J. Neuroeng. Rehabil. 16, 1–15 (2019)

    Article  Google Scholar 

  29. Mazzoleni, S., Puzzolante, L., Zollo, L., Dario, P., Posteraro, F.: Mechanisms of motor recovery in chronic and subacute stroke patients following a robot-aided training. IEEE Trans. Haptics 7(2), 175–180 (2014). https://doi.org/10.1109/TOH.2013.73

    Article  Google Scholar 

  30. Mondellini, M., Arlati, S., Pizzagalli, S., Greci, L., Sacco, M., Ferrigno, G.: Assessment of the usability of an immersive virtual supermarket for the cognitive rehabilitation of elderly patients: a pilot study on young adults. In: 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH), pp. 1–8. IEEE (2018)

    Google Scholar 

  31. Mondellini, M., Colombo, V., Arlati, S., Lawson, G., Cobb, S.: Human Factors and Ergonomics. Roadmapping Extended Reality: Fundamentals and Applications, pp. 229–256 (2022)

    Google Scholar 

  32. Mondellini, M., Pizzagalli, S., Greci, L., Sacco, M.: Assessment of an immersive virtual supermarket to train post-stroke patients: a pilot study on healthy people. In: De Paolis, L.T., Bourdot, P. (eds.) AVR 2019. LNCS, vol. 11613, pp. 313–329. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-25965-5_23

    Chapter  Google Scholar 

  33. Mottura, S., Fontana, L., Arlati, S., Zangiacomi, A., Redaelli, C., Sacco, M.: A virtual reality system for strengthening awareness and participation in rehabilitation for post-stroke patients. J. Multimodal User Interfaces 9(4), 341–351 (2015). https://doi.org/10.1007/s12193-015-0184-5

    Article  Google Scholar 

  34. Musicco, M., Emberti, L., Nappi, G., Caltagirone, C., Italian Multicenter Study on Outcomes of Rehabilitation of Neurological Patients: Early and long-term outcome of rehabilitation in stroke patients: the role of patient characteristics, time of initiation, and duration of interventions. Arch. Phys. Med. Rehabil. 84(4), 551–558 (2003)

    Google Scholar 

  35. Norrving, B., et al.: Action plan for stroke in Europe 2018–2030. Eur. Stroke J. 3(4), 309–336 (2018)

    Article  Google Scholar 

  36. Palacios-Navarro, G., Hogan, N.: Head-mounted display-based therapies for adults post-stroke: a systematic review and meta-analysis. Sensors 21(4), 1111 (2021)

    Article  Google Scholar 

  37. Seregni, A., et al.: Virtual coaching system for continuity of care and rehabilitation in patients with stroke. Results of the pilot study in the home scenario. Gait Posture 97, 29–30 (2022)

    Google Scholar 

  38. Specht, J., Schroeder, H., Krakow, K., Meinhardt, G., Stegmann, B., Meinhardt-Injac, B.: Acceptance of immersive head-mounted display virtual reality in stroke patients. Comput. Hum. Behav. Rep. 4, 100141 (2021)

    Article  Google Scholar 

  39. Thielman, G.T., Dean, C.M., Gentile, A.: Rehabilitation of reaching after stroke: task-related training versus progressive resistive exercise. Arch. Phys. Med. Rehabil. 85(10), 1613–1618 (2004)

    Article  Google Scholar 

  40. Tuena, C., et al.: Usability issues of clinical and research applications of virtual reality in older people: a systematic review. Front. Hum. Neurosci. 14, 93 (2020)

    Article  Google Scholar 

  41. Venkatesh, V., Bala, H.: Technology acceptance model 3 and a research agenda on interventions. Decis. Sci. 39(2), 273–315 (2008)

    Article  Google Scholar 

  42. Wafa, H.A., Wolfe, C.D., Emmett, E., Roth, G.A., Johnson, C.O., Wang, Y.: Burden of stroke in Europe: thirty-year projections of incidence, prevalence, deaths, and disability-adjusted life years. Stroke 51(8), 2418–2427 (2020)

    Article  Google Scholar 

  43. Weber, L.M., Nilsen, D.M., Gillen, G., Yoon, J., Stein, J.: Immersive virtual reality mirror therapy for upper limb recovery following stroke: a pilot study. Am. J. Phys. Med. Rehabil. 98(9), 783 (2019)

    Article  Google Scholar 

  44. Winter, C., Kern, F., Gall, D., Latoschik, M.E., Pauli, P., Käthner, I.: Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke. J. Neuroeng. Rehabil. 18(1), 68 (2021)

    Article  Google Scholar 

  45. Witmer, B.G., Singer, M.J.: Measuring presence in virtual environments: a presence questionnaire. Presence 7(3), 225–240 (1998)

    Article  Google Scholar 

Download references

Acknowledgements

This research was supported by Regione Lombardia and Fondazione Cariplo in the framework of the project EMPATIA@Lecco - EMpowerment del PAzienTe In cAsa (Ref. 2016-1428, Decreto Regione Lombardia 6363 del 30/05/2017).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Sara Arlati .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Arlati, S., Mondellini, M., Guanziroli, E., Rossini, M., Martinelli, I., Molteni, F. (2023). Virtual Reality-Based Rehabilitation for Patients with Stroke: Preliminary Results on User Experience. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14219. Springer, Cham. https://doi.org/10.1007/978-3-031-43404-4_30

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-43404-4_30

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-43403-7

  • Online ISBN: 978-3-031-43404-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics