Detailed Information

Cited 0 time in webofscience Cited 0 time in scopus
Metadata Downloads

A Further Step to Develop Patient Friendly Implementation Strategies for Virtual Reality Based Rehabilitation in Patients With Acute Stroke

Authors
Lee, MinyoungPyun, Sung-BomChung, JinjooKim, JungjinEun, Seon-DeokYoon, BumChul
Issue Date
10월-2016
Publisher
OXFORD UNIV PRESS INC
Citation
PHYSICAL THERAPY, v.96, no.10, pp.1554 - 1564
Indexed
SCIE
SCOPUS
Journal Title
PHYSICAL THERAPY
Volume
96
Number
10
Start Page
1554
End Page
1564
URI
https://scholar.korea.ac.kr/handle/2021.sw.korea/87421
DOI
10.2522/ptj.20150271
ISSN
0031-9023
Abstract
Background. Virtual reality (VR)-based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training. Objective. The purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences. Design. An exploratory mixed-method design was used in this study. Methods. Eight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences. Results. Levels of difficulty and enjoyment varied depending on the training mode and participants' phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness. Conclusions. Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.
Files in This Item
There are no files associated with this item.
Appears in
Collections
Graduate School > Department of Biomedical Sciences > 1. Journal Articles
College of Health Sciences > School of Health and Environmental Science > 1. Journal Articles

qrcode

Items in ScholarWorks are protected by copyright, with all rights reserved, unless otherwise indicated.

Altmetrics

Total Views & Downloads

BROWSE