TY - GEN
T1 - At-home self-administration of an immersive virtual reality therapeutic game for post-stroke upper limb rehabilitation
AU - Salisbury, Joseph P.
AU - Aronson, Ted M.
AU - Simon, Tony J.
N1 - Publisher Copyright:
© 2020 ACM.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/11/2
Y1 - 2020/11/2
N2 - After a stroke, it is common to experience weakness or paralysis on one side of the body, including difficulty incorporating an affected upper extremity in activities of daily living. Virtual reality and video games that encourage task-oriented movement have been recognized as a valid clinical approach for providing stroke survivors with additional therapy. However, there have been few, if any, reports that examine the use of immersive virtual reality in the home for this purpose. Here, we describe a case study of a stroke survivor utilizing a therapeutic gaming system in the home over the course of several months. The digital therapeutic, CogniviveVR, utilizes head-mounted display-based virtual reality to provide patients with an immersive world where therapeutic tasks can be generated and dynamically self-adapted within a patient's peripersonal space. The therapy was found to be feasible, well-tolerated, and engaging, with the study participant self-administering therapy approximately half an hour per day, 5-6 times a week over the course of eight weeks. Analysis of 3D motion data collected during sessions showed significant improvements in movement smoothness during performance of game tasks. After this pilot study, the system was successfully adapted to run on a stand-alone virtual reality headset. This has substantially reduced system setup requirements and will enable additional home-based studies to be conducted without the need for a study staff member to visit patients? homes to verify installation.
AB - After a stroke, it is common to experience weakness or paralysis on one side of the body, including difficulty incorporating an affected upper extremity in activities of daily living. Virtual reality and video games that encourage task-oriented movement have been recognized as a valid clinical approach for providing stroke survivors with additional therapy. However, there have been few, if any, reports that examine the use of immersive virtual reality in the home for this purpose. Here, we describe a case study of a stroke survivor utilizing a therapeutic gaming system in the home over the course of several months. The digital therapeutic, CogniviveVR, utilizes head-mounted display-based virtual reality to provide patients with an immersive world where therapeutic tasks can be generated and dynamically self-adapted within a patient's peripersonal space. The therapy was found to be feasible, well-tolerated, and engaging, with the study participant self-administering therapy approximately half an hour per day, 5-6 times a week over the course of eight weeks. Analysis of 3D motion data collected during sessions showed significant improvements in movement smoothness during performance of game tasks. After this pilot study, the system was successfully adapted to run on a stand-alone virtual reality headset. This has substantially reduced system setup requirements and will enable additional home-based studies to be conducted without the need for a study staff member to visit patients? homes to verify installation.
KW - Digital therapeutics
KW - Dynamic difficulty adjustment
KW - Human kinematics
KW - Motion analysis
KW - Physical therapy
KW - Rehabilitation
KW - Serious games
KW - Stroke
KW - Therapeutic gaming
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85096758073&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85096758073&partnerID=8YFLogxK
U2 - 10.1145/3383668.3419935
DO - 10.1145/3383668.3419935
M3 - Conference contribution
AN - SCOPUS:85096758073
T3 - CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
SP - 114
EP - 121
BT - CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
PB - Association for Computing Machinery, Inc
T2 - 7th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2020
Y2 - 2 November 2020 through 4 November 2020
ER -