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, July 11, 2021

Immersive Brain Puzzle: a virtual reality application aimed at the rehabilitation of post-stroke patients

I think this is way overly optimistic that this can be used in the ICU. 

 Immersive Brain Puzzle: a virtual reality application aimed at the rehabilitation of post-stroke patients

Juliana de Fátima Ovídio Araújo1, Elvis Hernandes Ribeiro1
, Marcelo de Paiva Guimarães3,4, José Remo Ferreira
Brega2
, Alexandre Fonseca Brandão3
, Diego Roberto Colombo Dias1,3
1Computer Science Department
Federal University of São João del-Rei
São João del-Rei-MG, Brazil
2Computer Department
Paulista State University
Bauru-SP, Brazil
3Brazilian Institute on Neuroscience and Neurotechnology – CEPID BRAINN
4Rectorate/ Federal University of São Paulo - Computer Science Master Program (Unifaccamp)
São Paulo-SP, Brazil
julianadft@gmail.com, elvishribeiro@aluno.ufsj.edu.br, marcelo.paiva@unifesp.br, remo.brega@unesp.br, brandao@gmail.com,
diegodias@ufsj.edu.br

Abstract — 

Stroke is the disease that most causes disability in the world due to the many recurrences that can affect the individuals. In this context, this study addresses the proposal and implementation of the Immersive Brain Puzzle that aims to assist >the rehabilitation of post-stroke patients and stimulate motor and cognitive activities (dual task) by presenting a virtual reality puzzle. It is assumed that treatment in the first hours after a stroke event can significantly contribute to the patient’s progress and recovery; thus, our application was developed to be used in the intensive care unit (ICU). The next stage of this research consists of its validation within the hospital environment to be carried out at the Brazilian Institute of Neuroscience and Neurotechnology (CEPID BRAINN) - Unicamp.
Keywords - virtual reality; rehabilitation; stroke.

I. INTRODUCTION 

A stroke occurs when the blood supply to the brain is interrupted or drastically reduced, depriving the cells of oxygen and nutrients. It can also occur when a blood vessel ruptures, causing cerebral hemorrhage. Stroke is a cerebrovascular disease that is more prevalent in the elderly population, although it affects all age groups. Furthermore, it is the third leading cause of death in developed countries, surpassed only by coronary heart disease and cancer. The sequelae of stroke, as well as its severity, depend on the site affected and the time of response to the event. Motor sequelae are the most frequent and are usually characterized by paralysis on one side of the body. As for neurological sequelae, the main ones are memory loss, difficulty expressing oneself, difficulty speaking, eating, facial paralysis, imbalance, and difficulty in spatial location. Considering that stroke is a disease with a great impact on global public health, with a high mortality rate and sequelae for the affected population, new rehabilitation methods have been proposed to minimize the functional deficiencies of post-stroke patients. Thus, several therapeutic modalities are available, such as induced restraint therapy and task-oriented therapy, helping to restore the affected functions [1]. However, such intervention methods can become demotivating and monotonous for the patient because of intensive repetition. In this context, therapy using virtual reality (VR) emerges, comprising exercises based on games, contributing playfulness in facilitating normal movement and functional training [2].We define VR as an interface between the user and the computer system, provided with three-dimensional (3D) graphic >resources, which aims to provide the sensation of presence in a simulated virtual environment. The creation of fully virtual worlds has been revolutionizing several industries worldwide, and as this technology advances, the possibilities of using VR in other areas, such as health, have emerged. Literature studies on VR and health have concluded that the use of VR applications is effective in treating stroke patients; however, the studies emphasize that since the development is recent, a larger number of case studies are necessary [3]. The Immersive Brain Puzzle application (Figure 1) allows patients to play a VR puzzle game in which the healthcare professional in charge can follow the patient’s progress through an independent device (e.g., a TV), viewing the application in real-time. With this, we hope to contribute to the verification of the hypothesis that the use of a VR application in the first hours of rehabilitation can promote significant improvements in motor and cognitive activities of post-stroke patients. This research is based on studies conducted within the scope of the Brazilian Institute of Neuroscience and Neurotechnology (BRAINN), an interdisciplinary research group aimed at understanding the human brain, exploring areas such as genetics, neurobiology, pharmacology, neuroimaging, computer science, robotics, physics, and engineering. The group is composed of more than 60 researchers and has its headquarters in Campinas, São Paulo. Its mission is to propose new solutions to the most urgent neuroscientific needs of society [4]. 
 
More at link, including the VR used.

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