Feasibility of a Customized, In-Home, Game-Based Stroke Exercise Program Using the Microsoft Kinect® Sensor

Rachel Proffitt, Belinda Lange, Rachel Proffitt, Belinda Lange

Abstract

The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant's specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time) and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention's impact on participant function, activity, and involvement.

Keywords: Home exercise program; motivation; stroke; virtual reality.

Figures

Figure 1
Figure 1
Mystic Isle game set-up in a participant’s home. The participant is seated and reaching forward with his right arm. Visible are the monitor, the Kinect sensor, the laptop, and the wireless mouse.

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Source: PubMed

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