TY - GEN
T1 - Virtual Reality-Based Rehabilitation for Patients with Stroke: Preliminary Results on User Experience
AU - Arlati, Sara
AU - Mondellini, Marta
AU - Guanziroli, Eleonora
AU - Rossini, Mauro
AU - Martinelli, Isabella
AU - Molteni, Franco
PY - 2023
Y1 - 2023
N2 - 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.
AB - 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.
KW - Chronic stroke
KW - Motor recovery
KW - Immersive technology
KW - Cognitive training
KW - Chronic stroke
KW - Motor recovery
KW - Immersive technology
KW - Cognitive training
UR - http://hdl.handle.net/10807/261895
U2 - 10.1007/978-3-031-43404-4_30
DO - 10.1007/978-3-031-43404-4_30
M3 - Conference contribution
SN - 978-3-031-43403-7
VL - 14219
T3 - LECTURE NOTES IN COMPUTER SCIENCE
SP - 441
EP - 453
BT - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
T2 - Proceedings of the International Conference on extended Reality, XR SALENTO 2023
Y2 - 6 September 2023 through 9 September 2023
ER -