Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review

被引:1
|
作者
Kenea, Chala Diriba [1 ,2 ]
Abessa, Teklu Gemechu [2 ,3 ]
Lamba, Dheeraj [4 ]
Bonnechere, Bruno [2 ,5 ,6 ]
机构
[1] Jimma Univ, Jimma Inst Technol, Fac Comp & Informat, Dept Informat Sci, POB 378, Oromia, Ethiopia
[2] Univ Hasselt, Data Sci Inst, Fac Rehabil Sci, REVAL Rehabil Res Ctr,Technol Supported & Data Dri, B-3590 Diepenbeek, Belgium
[3] Jimma Univ, Dept Special Needs & Inclus Educ, POB 378, Jimma, Ethiopia
[4] Jimma Univ, Dept Physiotherapy, Fac Med Sci, Inst Hlth, POB 378, Jimma, Ethiopia
[5] Hasselt Univ, Data Sci Inst, Technol Supported & Data Driven Rehabil, B-3590 Diepenbeek, Belgium
[6] PXL Univ Appl Sci & Arts, Dept PXL Healthcare, B-3500 Hasselt, Belgium
关键词
immersive virtual reality; development; validation; stroke; upper extremities; rehabilitation technology; HAPTIC FEEDBACK; REHABILOMICS; PERSPECTIVES; METAANALYSIS; ACCEPTANCE; FRAMEWORK; VERSION; IMPACT; GAME;
D O I
10.3390/s24113546
中图分类号
O65 [分析化学];
学科分类号
070302 ; 081704 ;
摘要
Stroke is the second most common cause of death worldwide, and it greatly impacts the quality of life for survivors by causing impairments in their upper limbs. Due to the difficulties in accessing rehabilitation services, immersive virtual reality (IVR) is an interesting approach to improve the availability of rehabilitation services. This systematic review evaluates the technological characteristics of IVR systems used in the rehabilitation of upper limb stroke patients. Twenty-five publications were included. Various technical aspects such as game engines, programming languages, headsets, platforms, game genres, and technical evaluation were extracted from these papers. Unity 3D and C# are the primary tools for creating IVR apps, while the Oculus Quest (Meta Platforms Technologies, Menlo Park, CA, USA) is the most often used headset. The majority of systems are created specifically for rehabilitation purposes rather than being readily available for purchase (i.e., commercial games). The analysis also highlights key areas for future research, such as game assessment, the combination of hardware and software, and the potential integration incorporation of biofeedback sensors. The study highlights the significance of technological progress in improving the effectiveness and user-friendliness of IVR. It calls for additional research to fully exploit IVR's potential in enhancing stroke rehabilitation results.
引用
收藏
页数:19
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