Development of Game based Virtual environment for post stroke rehabilitation patients

Stroke, which is a leading cause of long-term dis- ability in adults, occurs due to the blockage of blood vessels in the brain and has the signs like drooping of the face, weakness in one arm, slurred speech and vision problems, and lack of coordination. With over 12.2 million strokes each year, new rehabilitation methods are vital. Recent studies showed the applicability of virtual reality (VR) in post-stroke situations where patients are exposed to balanced training environments. Nevertheless, the current literature provides no clear information on what influences VR effectiveness and such design characteristics. The objective of this paper is to provide a critical analysis of VR-supported tools for balance training after stroke, discussing technological parameters, sensors, motor activities, virtual environments, and control approaches. Thus, in the present review, we outline specific recommendations that could help to overcome existing deficits and improve post-stroke rehabilitation results.

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Publication Details

Published
2024-12-01
DOI
https://doi.org/10.1109/tencon61640.2024.10902755
Primary Topic
Stroke Rehabilitation and Recovery
Type
article
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article

Development of Game based Virtual environment for post stroke rehabilitation patients

Vijay Jeyakumar, Rashmi Supriya, A. S. Anusha, S Shivapriya et al.
Stroke Rehabilitation and Recovery
article

Development of Game based Virtual environment for post stroke rehabilitation patients

Vijay Jeyakumar, Rashmi Supriya, A. S. Anusha, S Shivapriya, R Giridharani
article en

Abstract

Stroke, which is a leading cause of long-term dis- ability in adults, occurs due to the blockage of blood vessels in the brain and has the signs like drooping of the face, weakness in one arm, slurred speech and vision problems, and lack of coordination. With over 12.2 million strokes each year, new rehabilitation methods are vital. Recent studies showed the applicability of virtual reality (VR) in post-stroke situations where patients are exposed to balanced training environments. Nevertheless, the current literature provides no clear information on what influences VR effectiveness and such design characteristics. The objective of this paper is to provide a critical analysis of VR-supported tools for balance training after stroke, discussing technological parameters, sensors, motor activities, virtual environments, and control approaches. Thus, in the present review, we outline specific recommendations that could help to overcome existing deficits and improve post-stroke rehabilitation results.

Sri Sivasubramaniya Nadar College of Engineering (IN)
Openalex Percentile: Top 67%
Stroke Rehabilitation and Recovery
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