A low-cost virtual reality stroke rehabilitation system: breaking down barriers to treatment

Aidan Fisk, Summer Fox, Jenna Floyd, Daniel H Blustein
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Abstract

Stroke is a leading cause of disability worldwide. Following a stroke, high doses of intensive motor rehabilitation provide maximal benefit. Barriers to realizing recommended levels of rehabilitation therapy include cost, physical access, and clinical resource availability. Virtual Reality (VR) offers a potential solution to overcome these challenges and enable home-based, self-directed therapy. Here we present a low-cost system utilizing the off-the-shelf Meta Quest 2 headset running custom software to deliver immersive rehabilitation exercises. The system employs movement amplification to partially reduce motor deficits and enable more engaging task completion. It leverages recent advances in VR technology, including hand tracking, voice recognition, and an AI-driven virtual coach, to create a more accessible environment for users with no prior VR experience. We tested the system in 60 able-bodied participants to assess feasibility for eventual clinical use. Participants completed three VR tasks with 30 participants receiving motor amplification. We measured motion sickness levels and attitudes towards the technology, while generating a set of normative motor performance data. Results showed no significant effect of amplification on motor performance, indicating that the small amplification factors applied in this healthy sample did not markedly impact task outcomes. User attitudes towards VR improved after the experience and minimal motion sickness was reported. This study suggests that low-cost VR systems may serve as a feasible option to increase post-stroke motor rehabilitation. Further study is needed to test the system in older adults and in stroke patients to determine feasibility in a more representative clinical setting.
低成本虚拟现实中风康复系统:打破治疗障碍
中风是全球致残的主要原因。中风后,大剂量的强化运动康复治疗可带来最大益处。实现推荐康复治疗水平的障碍包括成本、物理访问和临床资源可用性。虚拟现实(VR)为克服这些挑战提供了一个潜在的解决方案,并实现了基于家庭的自主治疗。在这里,我们介绍一种低成本系统,它利用现成的 Meta Quest 2 头戴式设备,运行定制软件,提供身临其境的康复训练。该系统采用运动放大技术,可部分减少运动障碍,使任务的完成更具吸引力。它充分利用了 VR 技术的最新进展,包括手部跟踪、语音识别和人工智能驱动的虚拟教练,为没有 VR 经验的用户创造了一个更容易使用的环境。我们在 60 名健全参与者中测试了该系统,以评估最终用于临床的可行性。参与者完成了三项 VR 任务,其中 30 人接受了运动放大。我们测量了晕动症水平和对该技术的态度,同时生成了一组标准运动表现数据。结果显示,放大对运动表现没有明显影响,这表明在这个健康样本中应用的小放大系数不会对任务结果产生明显影响。体验后,用户对 VR 的态度有所改善,晕动症的报告也极少。这项研究表明,低成本的 VR 系统可以作为增加中风后运动康复的可行选择。还需要进一步研究,在老年人和中风患者中测试该系统,以确定在更具代表性的临床环境中的可行性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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