By Topic

Immersive virtual reality for upper limb rehabilitation following stroke

Sign In

Cookies must be enabled to login.After enabling cookies , please use refresh or reload or ctrl+f5 on the browser for the login options.

Formats Non-Member Member
$31 $13
Learn how you can qualify for the best price for this item!
Become an IEEE Member or Subscribe to
IEEE Xplore for exclusive pricing!
close button

puzzle piece

IEEE membership options for an individual and IEEE Xplore subscriptions for an organization offer the most affordable access to essential journal articles, conference papers, standards, eBooks, and eLearning courses.

Learn more about:

IEEE membership

IEEE Xplore subscriptions

4 Author(s)
McNeill, M. ; Fac. of Eng., Ulster Univ., Coleraine, Ireland ; Pokluda, L. ; McDonough, S. ; Crosbie, J.

Approximately 80% of people who sustain a stroke survive and although most people regain their ability to walk, 30 - 66% of survivors are no longer able to use the affected arm. Early intensive practice of active functional tasks in an enriched environment can lead to more positive outcomes for upper limb rehabilitation. One way in which practice intensity and multimodal feedback can be manipulated to retrain movement in the upper limb is through immersive virtual reality (VR) technology. This paper describes an immersive VR system which is both patient and operator-focused. The goals of the research are firstly to ascertain whether VR can improve patient rehabilitation over traditional methods and secondly to evaluate the usability of the system for rehabilitation professionals. Results suggests that patients respond well to the system and that careful design can lead to a VR system capable of everyday use by non-computing professionals.

Published in:

Systems, Man and Cybernetics, 2004 IEEE International Conference on  (Volume:3 )

Date of Conference:

10-13 Oct. 2004