A task-specific interactive game-based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments

Joon-Ho Shin, Hokyoung Ryu, Seong Ho Jang, Joon-Ho Shin, Hokyoung Ryu, Seong Ho Jang

Abstract

Background: Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific interactive game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy.

Methods: A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded.

Results: The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported.

Conclusions: The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.

Figures

Figure 1
Figure 1
View of the experimental setup of the RehabMaster system and a screen shot of a RehabMaster game. The participant sits up in front of the monitor on which the program is projected. The participant is instructed to move his or her upper extremity (ies) and trunk in order to play the game. The RehabMaster system consists of: 1) a depth sensor, 2) a monitor with a built-in computer, 3) a monitor for the therapist, and 4) the RehabMaster system control computer for the therapist.
Figure 2
Figure 2
Flowcharts of the clinical experiments. A. Clinical experiments in patients with chronic stroke. B. Clinical experiments in patients with acute and subacute stroke.
Figure 3
Figure 3
Group mean change scores and standard error bars of Fugl-Meyer Assessment score of paretic upper limb and Modified Barthel Index in patients with chronic stroke. Abbreviations: T0, baseline; T5, after the fifth session of intervention; T10, after tenth session of intervention; T25, two weeks after intervention.

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Source: PubMed

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