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Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology

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Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. / Tsekleves, Emmanuel; Paraskevopoulos, Ioannis Theoklitos; Warland, Alyson et al.
In: Disability and Rehabilitation: Assistive Technology, Vol. 11, No. 5, 05.2016, p. 413-422.

Research output: Contribution to Journal/MagazineJournal articlepeer-review

Harvard

Tsekleves, E, Paraskevopoulos, IT, Warland, A & Kilbride, C 2016, 'Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology', Disability and Rehabilitation: Assistive Technology, vol. 11, no. 5, pp. 413-422. https://doi.org/10.3109/17483107.2014.981874

APA

Tsekleves, E., Paraskevopoulos, I. T., Warland, A., & Kilbride, C. (2016). Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. Disability and Rehabilitation: Assistive Technology, 11(5), 413-422. https://doi.org/10.3109/17483107.2014.981874

Vancouver

Tsekleves E, Paraskevopoulos IT, Warland A, Kilbride C. Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. Disability and Rehabilitation: Assistive Technology. 2016 May;11(5):413-422. Epub 2014 Nov 13. doi: 10.3109/17483107.2014.981874

Author

Tsekleves, Emmanuel ; Paraskevopoulos, Ioannis Theoklitos ; Warland, Alyson et al. / Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology. In: Disability and Rehabilitation: Assistive Technology. 2016 ; Vol. 11, No. 5. pp. 413-422.

Bibtex

@article{4a0afba14ed04f4881e27467a68509f1,
title = "Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology",
abstract = "Purpose: This paper proposes a novel system (using the Nintendo Wii remote) that offers customised, non-immersive, virtual reality-based, upper-limb stroke rehabilitation and reports on promising preliminary findings with stroke survivors. Method: The system novelty lies in the high accuracy of the full kinematic tracking of the upper limb movement in real-time, offering strong personal connection between the stroke survivor and a virtual character when executing therapist prescribed adjustable exercises/games. It allows the therapist to monitor patient performance and to individually calibrate the system in terms of range of movement, speed and duration. Results: The system was tested for acceptability with three stroke survivors with differing levels of disability. Participants reported an overwhelming connection with the system and avatar. A two-week, single case study with a long-term stroke survivor showed positive changes in all four outcome measures employed, with the participant reporting better wrist control and greater functional use. Activities, which were deemed too challenging or too easy were associated with lower scores of enjoyment/motivation, highlighting the need for activities to be individually calibrated. Conclusions: Given the preliminary findings, it would be beneficial to extend the case study in terms of duration and participants and to conduct an acceptability and feasibility study with community dwelling survivors.",
keywords = "Feedback, games , motion capture , Nintendo Wii , stroke rehabilitation , virtual reality",
author = "Emmanuel Tsekleves and Paraskevopoulos, {Ioannis Theoklitos} and Alyson Warland and Cherry Kilbride",
note = "This is an Accepted Manuscript of an article published by Taylor & Francis in Disability and Rehabilitation on 13/11/2014, available online: http://wwww.tandfonline.com/10.3109/17483107.2014.981874",
year = "2016",
month = may,
doi = "10.3109/17483107.2014.981874",
language = "English",
volume = "11",
pages = "413--422",
journal = "Disability and Rehabilitation: Assistive Technology",
issn = "1748-3107",
publisher = "Taylor and Francis Ltd.",
number = "5",

}

RIS

TY - JOUR

T1 - Development and preliminary evaluation of a novel low cost VR-based upper limb stroke rehabilitation platform using Wii technology

AU - Tsekleves, Emmanuel

AU - Paraskevopoulos, Ioannis Theoklitos

AU - Warland, Alyson

AU - Kilbride, Cherry

N1 - This is an Accepted Manuscript of an article published by Taylor & Francis in Disability and Rehabilitation on 13/11/2014, available online: http://wwww.tandfonline.com/10.3109/17483107.2014.981874

PY - 2016/5

Y1 - 2016/5

N2 - Purpose: This paper proposes a novel system (using the Nintendo Wii remote) that offers customised, non-immersive, virtual reality-based, upper-limb stroke rehabilitation and reports on promising preliminary findings with stroke survivors. Method: The system novelty lies in the high accuracy of the full kinematic tracking of the upper limb movement in real-time, offering strong personal connection between the stroke survivor and a virtual character when executing therapist prescribed adjustable exercises/games. It allows the therapist to monitor patient performance and to individually calibrate the system in terms of range of movement, speed and duration. Results: The system was tested for acceptability with three stroke survivors with differing levels of disability. Participants reported an overwhelming connection with the system and avatar. A two-week, single case study with a long-term stroke survivor showed positive changes in all four outcome measures employed, with the participant reporting better wrist control and greater functional use. Activities, which were deemed too challenging or too easy were associated with lower scores of enjoyment/motivation, highlighting the need for activities to be individually calibrated. Conclusions: Given the preliminary findings, it would be beneficial to extend the case study in terms of duration and participants and to conduct an acceptability and feasibility study with community dwelling survivors.

AB - Purpose: This paper proposes a novel system (using the Nintendo Wii remote) that offers customised, non-immersive, virtual reality-based, upper-limb stroke rehabilitation and reports on promising preliminary findings with stroke survivors. Method: The system novelty lies in the high accuracy of the full kinematic tracking of the upper limb movement in real-time, offering strong personal connection between the stroke survivor and a virtual character when executing therapist prescribed adjustable exercises/games. It allows the therapist to monitor patient performance and to individually calibrate the system in terms of range of movement, speed and duration. Results: The system was tested for acceptability with three stroke survivors with differing levels of disability. Participants reported an overwhelming connection with the system and avatar. A two-week, single case study with a long-term stroke survivor showed positive changes in all four outcome measures employed, with the participant reporting better wrist control and greater functional use. Activities, which were deemed too challenging or too easy were associated with lower scores of enjoyment/motivation, highlighting the need for activities to be individually calibrated. Conclusions: Given the preliminary findings, it would be beneficial to extend the case study in terms of duration and participants and to conduct an acceptability and feasibility study with community dwelling survivors.

KW - Feedback

KW - games

KW - motion capture

KW - Nintendo Wii

KW - stroke rehabilitation

KW - virtual reality

U2 - 10.3109/17483107.2014.981874

DO - 10.3109/17483107.2014.981874

M3 - Journal article

VL - 11

SP - 413

EP - 422

JO - Disability and Rehabilitation: Assistive Technology

JF - Disability and Rehabilitation: Assistive Technology

SN - 1748-3107

IS - 5

ER -