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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