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
Chapter
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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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