Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Sunday, June 14, 2020

Virtual Reality Design for Stroke Rehabilitation

This is just design principles, so useless until someone puts them into interventions. This is where stroke leadership is needed, seeing useful research and getting the next step done; rehab protocols. But alas, WE HAVE NO STROKE LEADERSHIP. You're screwed along with your children and grandchildren. 

Virtual Reality Design for Stroke Rehabilitation


  • Darryl CharlesEmail author
  • Dominic Holmes
  • Therese Charles
  • Suzanne McDonough
  • Darryl Charles
    • 1
    Email author
  • Dominic Holmes
    • 1
  • Therese Charles
    • 2
  • Suzanne McDonough
    • 3
  1. 1.School of Computing, Engineering, and Intelligent SystemsUlster UniversityColeraineUK
  2. 2.The Office of PVC (Education)Ulster UniversityColeraineUK
  3. 3.School of PhysiotherapyRoyal College of Surgeons in IrelandDublinIreland
Chapter
  • 27 Downloads
Part of the Advances in Experimental Medicine and Biology book series (AEMB, volume 1235)

Abstract

Stroke is a leading cause of disability, and with the stroke survivor population rising in most countries it is increasingly difficult to provide optimal treatment to patients once they return home. Assistive technology solutions can potentially contribute to meeting demand, and also be cost effective. In this chapter, we consider the design and development of engaging serious virtual reality (VR) games for upper arm stroke rehabilitation. Fundamental design principles are summarised and related to our experience of creating game-based VR rehabilitation. The application of ideas from psychology, particularly behavioural change and flow theory are discussed, as well as related learning and gamification principles. We address how to manage differences between people through design, user profiling, and intelligent dynamic system behaviour, and we also explore how to account for variation in stroke survivor capability and personality. The idea of a hero’s journey as a metaphor for stroke recovery is introduced and we discuss how this metaphor may guide system design, its relationship to game design principles, and how patient narratives and embedded stories might support engagement with treatment. An overview of our previous work is summarised and we discuss how our experience and increased knowledge and capability has informed improved approaches to development processes. Finally, our approach is illustrated with reference to a recent EU project.


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