scholarly journals Stroke Rehabilitation

2021 ◽  
Author(s):  
◽  
Patrick Kauraka

<p>Upper limb rehabilitation after a stroke is vital when bringing a range of motion and strength back to a patient. Treatment for upper limb rehabilitation has come in many diverse methods over the years including the use of modern technology through the use of mirror visual feedback (MVF) and action observation therapy; this thesis digital applications for stroke rehabilitation and how varying visual styles can impact the patients experience in the upper limb rehabilitation process.  Within the gaming medium the visual style in a game is an aspect of immersion and appeal that is often neglected by the user. The visual style of a game often reflects the tone a game designer has intended to convey while also catering to the target audiences expectations, with realism potentially appealing to a more mature audience while brighter abstract visuals may appeal to a younger demographic. By utilising two different styles of imagery, both realistic and cartoon based visuals, the level of immersion was observed and the user’s reaction to each form of visuals was analysed. The aim of this thesis is to investigate both realistic and stylized visual styles of computer generated imagery, distinguish the advantages and disadvantages for both realism in comparison to cartoon and finally analyse its effectiveness to assist the rehabilitation of upper limb deficiencies. The application being used for this study was made in collaboration with Victoria University Masters student Nicholas Wellwood, providing me the opportunity to focus solely on producing diverse and engaging visual styles to work in unison with a fully developed framework.</p>

2021 ◽  
Author(s):  
◽  
Patrick Kauraka

<p>Upper limb rehabilitation after a stroke is vital when bringing a range of motion and strength back to a patient. Treatment for upper limb rehabilitation has come in many diverse methods over the years including the use of modern technology through the use of mirror visual feedback (MVF) and action observation therapy; this thesis digital applications for stroke rehabilitation and how varying visual styles can impact the patients experience in the upper limb rehabilitation process.  Within the gaming medium the visual style in a game is an aspect of immersion and appeal that is often neglected by the user. The visual style of a game often reflects the tone a game designer has intended to convey while also catering to the target audiences expectations, with realism potentially appealing to a more mature audience while brighter abstract visuals may appeal to a younger demographic. By utilising two different styles of imagery, both realistic and cartoon based visuals, the level of immersion was observed and the user’s reaction to each form of visuals was analysed. The aim of this thesis is to investigate both realistic and stylized visual styles of computer generated imagery, distinguish the advantages and disadvantages for both realism in comparison to cartoon and finally analyse its effectiveness to assist the rehabilitation of upper limb deficiencies. The application being used for this study was made in collaboration with Victoria University Masters student Nicholas Wellwood, providing me the opportunity to focus solely on producing diverse and engaging visual styles to work in unison with a fully developed framework.</p>


2019 ◽  
Vol 8 (3) ◽  
pp. e000592 ◽  
Author(s):  
Nicola J Hancock ◽  
Kathryn Collins ◽  
Charlie Dorer ◽  
Steven L Wolf ◽  
Mark Bayley ◽  
...  

Recovery of upper limb function after stroke is currently sub-optimal, despite good quality evidence showing that interventions enabling repetitive practice of task-specific activity are effective in improving function. Therapists need to access and engage with such evidence to optimise outcomes with people with stroke, but this is challenging in fast-paced stroke rehabilitation services. This quality improvement project aimed to investigate acceptability and service impact of a new, international tool for accessing evidence on upper limb rehabilitation after stroke—‘ViaTherapy’—in a team of community rehabilitation therapists. Semi-structured interviews were undertaken at baseline to determine confidence in, and barriers to, evidence-based practice (EBP) to support clinical decision making. Reported barriers included time, lack of access to evidence and a research-practice disconnect. The clinicians then integrated use of ‘ViaTherapy’ into their practice for 4 weeks. Follow-up interviews explored the accessibility of the tool in community rehabilitation practice, and its impact on clinician confidence, treatment planning and provision. Clinicians found the tool, used predominantly in mobile device app format, to be concise and simple to use, providing evidence ‘on-the-go’. Confidence in accessing and using EBP grew by 22% from baseline. Clinicans reported changes in intensity of delivery of interventions, as rapid access to recommended doses via the tool was available. Following this work, the participating health and social care service provider changed provision of therapists’ technology to enable use of apps. Barriers to use of EBP in stroke rehabilitation persist; the baseline situation here supported the need for more accessible means of integrating best evidence into clinical processes. This quality improvement project successfully integrated ViaTherapy into clinical practice, and found that the tool has potential to underpin positive changes in upper limb therapy service delivery after stroke, by increasing accessibility to, use of and confidence in EBP. Definitive evaluation is now indicated.


Author(s):  
Andrew M. Burton ◽  
Hao Liu ◽  
Steven Battersby ◽  
David Brown ◽  
Nasser Sherkat ◽  
...  

Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii™ technology, and thermal and visual tracking respectively to capture motions. The captured motions are used as inputs to specially designed games, which encourage the users to perform repeated rehabilitation movements. This paper discusses the implementation of the two systems, the developed games, and their relative advantages and disadvantages. It also describes the upcoming testing phase of the project.


Author(s):  
Lorenna RDM Borges ◽  
Luciana Protásio Melo ◽  
Aline BGS Fernandes ◽  
Ricardo O Guerra ◽  
Tania F Campos

2022 ◽  
pp. 235-261
Author(s):  
Robert Herne ◽  
Mohd Fairuz Shiratuddin ◽  
Shri Rai ◽  
David Blacker

Stroke is a debilitating condition that impairs one's ability to live independently while also greatly decreasing one's quality of life. For these reasons, stroke rehabilitation is important. Engagement is a crucial part of rehabilitation, increasing a stroke survivor's recovery rate and the positive outcomes of their rehabilitation. For this reason, virtual reality (VR) has been widely used to gamify stroke rehabilitation to support engagement. Given that VR and the serious games that form its basis may not necessarily be engaging in themselves, ensuring that their design is engaging is important. This chapter discusses 39 principles that may be useful for engaging stroke survivors with VR-based rehabilitation post-stroke. This chapter then discusses a subset of the game design principles that are likely to engage stroke survivors with VR designed for upper limb rehabilitation post-stroke.


2011 ◽  
Vol 1 (4) ◽  
pp. 60-73 ◽  
Author(s):  
Andrew M. Burton ◽  
Hao Liu ◽  
Steven Battersby ◽  
David Brown ◽  
Nasser Sherkat ◽  
...  

Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii™ technology, and thermal and visual tracking respectively to capture motions. The captured motions are used as inputs to specially designed games, which encourage the users to perform repeated rehabilitation movements. This paper discusses the implementation of the two systems, the developed games, and their relative advantages and disadvantages. It also describes the upcoming testing phase of the project.


Author(s):  
Andrew M. Burton ◽  
Hao Liu ◽  
Steven Battersby ◽  
David Brown ◽  
Nasser Sherkat ◽  
...  

Stroke is the main cause of long term disability worldwide. Of those surviving, more than half will fail to regain functional usage of their impaired upper limb. Typically stroke upper limb rehabilitation exercises consist of repeated movements, which when tracked can form the basis of inputs to games. This paper discusses two systems utilizing Wii™ technology, and thermal and visual tracking respectively to capture motions. The captured motions are used as inputs to specially designed games, which encourage the users to perform repeated rehabilitation movements. This paper discusses the implementation of the two systems, the developed games, and their relative advantages and disadvantages. It also describes the upcoming testing phase of the project.


Author(s):  
Elaine C. Lu ◽  
Rosalie Wang ◽  
Rajibul Huq ◽  
Don Gardner ◽  
Paul Karam ◽  
...  

AbstractStroke is one of the major causes of permanent adult disability. Stroke frequently affects motor control of the arm, leading to diffculties in doing activities of daily living. This research focuses on developing an upper limb rehabilitation robotic prototype through user-centered design to aid stroke survivors in rehabilitating their arm. To gather requirements from end users, stroke therapy sessions were observed and a survey of stroke therapists was conducted. End user requirements were evaluated to determine technical targets for the mechanical design of the prototype. Evaluation of the prototype was done with stroke therapists in a focus group and a preliminary biomechanical study. As user-centered design would require more iterations of design, testing and evaluation, this project reports a first step in developing an affordable, portable device, which could increase access to stroke rehabilitation for the arm.


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