The purpose of this study was to explore the clinical feasibility of virtual reality (VR) for the rehabilitation of upper limbs of stroke. In this study, it was found and suggested that future research should focus on the content design and application of VR rehabilitation games. While using VR to increase the interestingness of rehabilitation, one can also integrate VR and other technologies to achieve complementary benefits. In addition, in terms of the design of VR rehabilitation games, it was suggested that VR rehabilitation game researchers investigate the needs of the target users and design VR games that meet the needs of the target users in future work. Finally, this study demonstrates the clinical feasibility of applying VR technology for the rehabilitation of upper limbs after stroke, as well as highlights the aspects that still need to be addressed by researchers. These aspects are important targets of designing a VR system suitable for stroke upper limb rehabilitation.
CITATION STYLE
Wang, L., Chen, J. L., Wong, A. M., & Tseng, K. C. (2020). A feasibility study on the application of virtual reality technology for the rehabilitation of upper limbs after stroke. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 12188 LNCS, pp. 431–441). Springer. https://doi.org/10.1007/978-3-030-49282-3_31
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