Author : Athira George, Satheeskumar Durairaj, Kumaraguruparan Gopal
Date of Publication :11th November 2024
Abstract:
Objectives: To compare the effectiveness of immersive and non-immersive VR, in conjunction with conventional therapy,
on upper limb motor recovery in individuals with subacute stage hemiplegia and to assess the feasibility of these interventions in clinical
settings.
Methods: This single-blinded, randomized controlled trial included 8 participants with subacute stage hemiplegia, randomly assigned
to either the immersive VR group (Oculus Quest 3) or the non-immersive VR group (Neofect Smart Board and Tyromotion device). Both
groups participated in a 6-week rehabilitation program, which included 15 minutes of conventional therapy followed by 45 minutes of
VR therapy, three times per week. Upper limb motor function was assessed pre- and post-intervention using the Fugl-Meyer Assessment
(FMA-UE) and the Wolf Motor Function Test (WMFT). Qualitative feedback on usability and patient engagement was also collected.
Results: Both groups demonstrated significant improvements in upper limb motor function post-intervention. However, participants
in the immersive VR group reported higher levels of engagement as well as satisfaction with the therapy compared to the non-immersive
VR group. Qualitative feedback indicated that immersive VR provided a more motivating and immersive experience, contributing to
increased adherence and enjoyment during sessions.
Conclusions: This preliminary trial suggests that immersive VR may offer superior qualitative benefits in terms of patient engagement
and therapy adherence compared to non-immersive VR, while both modalities effectively enhance upper limb motor function. The study
supports the feasibility of using VR as an adjunct to conventional rehabilitation for stroke patients and highlights the potential of
immersive VR as a more engaging and motivating intervention for motor recovery in individuals with subacute stage hemiplegia.
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