Moan Merete Endresen, Vonstad Elise Klæbo, Su Xiaomeng, Vereijken Beatrix, Solbjør Marit, Skjæret-Maroni Nina
Sunnaas Rehabilitation Hospital, Nesodden, Norway.
Department of Computer Science, Faculty of Information Technology and Electrical Engineering, Norwegian University of Science and Technology, Trondheim, Norway.
Front Aging Neurosci. 2021 Nov 2;13:735251. doi: 10.3389/fnagi.2021.735251. eCollection 2021.
Use of VR-games is considered a promising treatment approach in stroke rehabilitation. However, there is little knowledge on the use and expectations of patients and health professionals regarding the use of treadmill walking in a fully immersive virtual environment as a rehabilitation tool for gait training for stroke survivors. The objectives of the current study were to determine whether stroke survivors can use fully immersive VR utilizing modern HMDs while walking on a treadmill without adverse effects, and to investigate the experiences of stroke survivors and clinicians after testing with focus on acceptability and potential utilization in rehabilitation. A qualitative research design with semi-structured interviews was used to collect data. Five stroke survivors and five clinicians participated in the study and tested a custom-made VR-game on the treadmill before participating in individual semi-structured interview. Data were analyzed through thematic analysis. The analysis of the interview data identified two main categories: (1) , and (2) . Both stroke survivors' and clinicians enjoyed the treadmill-based VR-game and felt safe when using it. The stroke survivors experienced motivation for exercising and achievement by fulfilling tasks during the gaming session as the VR-game was engaging. The clinicians found additional motivation by competing in the game. Both groups saw a potential for use in gait rehabilitation after stroke, on the premise of individual adaptation to each patient's needs, and the technology being easy to use. The findings from this qualitative study suggest that a fully immersive treadmill-based VR-game is acceptable and potentially useful as part of gait rehabilitation after stroke, as it was positively received by both stroke survivors and clinicians working within stroke rehabilitation. The participants reported that they experienced motivation in the game through safety, engagement and achievement. They also saw the potential of implementing such a setup in their own rehabilitation setting. Elements that enable safety and engaging experience are important to maintain when using a fully immersive VR-game in stroke rehabilitation.
使用虚拟现实游戏被认为是中风康复中一种很有前景的治疗方法。然而,对于患者和健康专业人员在完全沉浸式虚拟环境中使用跑步机行走作为中风幸存者步态训练的康复工具的使用情况和期望,人们了解甚少。本研究的目的是确定中风幸存者在跑步机上行走时是否可以使用利用现代头戴式显示器的完全沉浸式虚拟现实技术而无不良影响,并调查中风幸存者和临床医生在测试后的体验,重点关注其在康复中的可接受性和潜在用途。采用半结构化访谈的定性研究设计来收集数据。五名中风幸存者和五名临床医生参与了该研究,并在参加个人半结构化访谈之前在跑步机上测试了一款定制的虚拟现实游戏。通过主题分析对数据进行了分析。访谈数据分析确定了两个主要类别:(1) ,以及(2) 。中风幸存者和临床医生都喜欢基于跑步机的虚拟现实游戏,并且在使用时感到安全。由于虚拟现实游戏很有吸引力,中风幸存者在游戏过程中通过完成任务体验到了锻炼的动力和成就感。临床医生通过在游戏中竞争找到了额外的动力。两组都认为,在根据每个患者的需求进行个性化调整且技术易于使用的前提下,该技术有用于中风后步态康复的潜力。这项定性研究的结果表明,作为中风后步态康复的一部分,完全沉浸式基于跑步机的虚拟现实游戏是可接受的且可能有用,因为它得到了中风幸存者和从事中风康复工作的临床医生的积极认可。参与者报告说,他们通过安全、参与和成就感在游戏中体验到了动力。他们还看到了在自己的康复环境中实施这种设置的潜力。在中风康复中使用完全沉浸式虚拟现实游戏时,保持能够实现安全和引人入胜体验的要素很重要。