AdaptRehab VR: Development of an Immersive Virtual Reality System for Upper Limb Stroke Rehabilitation Designed for Low- and Middle-Income Countries Using a Participatory Co-Creation Approach.

IF 3.8 3区 医学 Q2 ENGINEERING, BIOMEDICAL
Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba, Bruno Bonnechère
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Abstract

Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, severely limiting their daily activities and significantly diminishing their overall quality of life. Rehabilitation plays a critical role in restoring function and independence, but it faces challenges such as low engagement, limited customization, difficulty tracking progress, and accessibility barriers, particularly in LMICs. Immersive virtual reality (imVR) has shown promise in addressing these challenges, but most commercial imVR systems lack therapeutic design and cultural adaptation. This study aimed to develop culturally adaptable imVR games for upper limb stroke rehabilitation (ULSR) in the context of LMICs, with a particular focus on Ethiopia. The AdaptRehab VR system was developed including six imVR games (Basket Bloom, Strike Zone, TapQuest, FruitFall Frenzy, Precision Pitch, and Bean Picker Pro) through co-creation approaches involving Ethiopian and Belgian physiotherapists, stakeholders, and patients, incorporating game development mechanics in rehabilitation, such as therapeutic aims, cultural factors, feedback, automatic progression recording, task variety, and personalized rehabilitation. It was designed with the Unity 3D engine and Oculus Quest headsets, supporting controllers and hand tracking. This culturally tailored imVR platform has demonstrated significant potential to enhance ULSR accessibility, patient motivation, and outcomes in resource-constrained settings, addressing critical gaps in stroke rehabilitation solutions. In conclusion, the AdaptRehab VR system was successfully developed as a culturally contextualized imVR platform tailored to tackle ULSR challenges in LMICs, with a specific focus on Ethiopia.

AdaptRehab VR:采用参与式共同创造方法为低收入和中等收入国家设计的上肢中风康复沉浸式虚拟现实系统的开发。
中风仍然是一个重大的全球健康挑战,特别是在低收入和中等收入国家,三分之二的中风相关死亡发生在这些国家,残疾调整生命年比高收入国家高7倍。大多数中风幸存者患有上肢损伤,严重限制了他们的日常活动,并显著降低了他们的整体生活质量。康复在恢复功能和独立性方面发挥着关键作用,但它面临着参与度低、定制化程度有限、难以跟踪进展以及无障碍障碍等挑战,特别是在中低收入国家。沉浸式虚拟现实(imVR)在解决这些挑战方面显示出了希望,但大多数商业imVR系统缺乏治疗性设计和文化适应性。本研究旨在为中低收入国家的上肢中风康复(ULSR)开发具有文化适应性的imVR游戏,并特别关注埃塞俄比亚。AdaptRehab VR系统的开发包括六个imVR游戏(Basket Bloom, Strike Zone, TapQuest, FruitFall Frenzy, Precision Pitch和Bean Picker Pro),通过涉及埃塞俄比亚和比利时物理治疗师,利益相关者和患者的共同创造方法,将游戏开发机制纳入康复,如治疗目标,文化因素,反馈,自动进度记录,任务多样性和个性化康复。它是用Unity 3D引擎和Oculus Quest头显设计的,支持控制器和手部追踪。这种文化定制的imVR平台已显示出在资源受限环境下提高ULSR可及性、患者动机和结果的巨大潜力,解决了卒中康复解决方案的关键空白。综上所述,AdaptRehab VR系统作为一个文化背景下的imVR平台,被成功开发,以解决中低收入国家的ULSR挑战,特别是在埃塞俄比亚。
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来源期刊
Bioengineering
Bioengineering Chemical Engineering-Bioengineering
CiteScore
4.00
自引率
8.70%
发文量
661
期刊介绍: Aims Bioengineering (ISSN 2306-5354) provides an advanced forum for the science and technology of bioengineering. It publishes original research papers, comprehensive reviews, communications and case reports. Our aim is to encourage scientists to publish their experimental and theoretical results in as much detail as possible. All aspects of bioengineering are welcomed from theoretical concepts to education and applications. There is no restriction on the length of the papers. The full experimental details must be provided so that the results can be reproduced. There are, in addition, four key features of this Journal: ● We are introducing a new concept in scientific and technical publications “The Translational Case Report in Bioengineering”. It is a descriptive explanatory analysis of a transformative or translational event. Understanding that the goal of bioengineering scholarship is to advance towards a transformative or clinical solution to an identified transformative/clinical need, the translational case report is used to explore causation in order to find underlying principles that may guide other similar transformative/translational undertakings. ● Manuscripts regarding research proposals and research ideas will be particularly welcomed. ● Electronic files and software regarding the full details of the calculation and experimental procedure, if unable to be published in a normal way, can be deposited as supplementary material. ● We also accept manuscripts communicating to a broader audience with regard to research projects financed with public funds. Scope ● Bionics and biological cybernetics: implantology; bio–abio interfaces ● Bioelectronics: wearable electronics; implantable electronics; “more than Moore” electronics; bioelectronics devices ● Bioprocess and biosystems engineering and applications: bioprocess design; biocatalysis; bioseparation and bioreactors; bioinformatics; bioenergy; etc. ● Biomolecular, cellular and tissue engineering and applications: tissue engineering; chromosome engineering; embryo engineering; cellular, molecular and synthetic biology; metabolic engineering; bio-nanotechnology; micro/nano technologies; genetic engineering; transgenic technology ● Biomedical engineering and applications: biomechatronics; biomedical electronics; biomechanics; biomaterials; biomimetics; biomedical diagnostics; biomedical therapy; biomedical devices; sensors and circuits; biomedical imaging and medical information systems; implants and regenerative medicine; neurotechnology; clinical engineering; rehabilitation engineering ● Biochemical engineering and applications: metabolic pathway engineering; modeling and simulation ● Translational bioengineering
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