A further step to develop patientfriendly implementation strategies for virtual reality–based rehabilitation in patients with acute stroke

Minyoung Lee, Sung Bom Pyun, Jinjoo Chung, Jungjin Kim, Seon Deok Eun, Bumchul Yoon

Research output: Contribution to journalArticle

Abstract

Background. Virtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training. Objective. The purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences. Design. An exploratory mixed-method design was used in this study. Methods. Eight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences. Results. Levels of difficulty and enjoyment varied depending on the training mode and participants’ phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness. Conclusions. Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.

Original languageEnglish
Pages (from-to)1554-1564
Number of pages11
JournalPhysical Therapy
Volume96
Issue number10
DOIs
Publication statusPublished - 2016 Oct 1

Fingerprint

Stroke
Rehabilitation
Pain
Early Ambulation
Visual Analog Scale
Telerehabilitation
Motivation
Interviews
Health
Direction compound

ASJC Scopus subject areas

  • Physical Therapy, Sports Therapy and Rehabilitation

Cite this

A further step to develop patientfriendly implementation strategies for virtual reality–based rehabilitation in patients with acute stroke. / Lee, Minyoung; Pyun, Sung Bom; Chung, Jinjoo; Kim, Jungjin; Eun, Seon Deok; Yoon, Bumchul.

In: Physical Therapy, Vol. 96, No. 10, 01.10.2016, p. 1554-1564.

Research output: Contribution to journalArticle

Lee, Minyoung ; Pyun, Sung Bom ; Chung, Jinjoo ; Kim, Jungjin ; Eun, Seon Deok ; Yoon, Bumchul. / A further step to develop patientfriendly implementation strategies for virtual reality–based rehabilitation in patients with acute stroke. In: Physical Therapy. 2016 ; Vol. 96, No. 10. pp. 1554-1564.
@article{e0f1bca1074a41ea91598ced4a33ccb1,
title = "A further step to develop patientfriendly implementation strategies for virtual reality–based rehabilitation in patients with acute stroke",
abstract = "Background. Virtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training. Objective. The purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences. Design. An exploratory mixed-method design was used in this study. Methods. Eight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences. Results. Levels of difficulty and enjoyment varied depending on the training mode and participants’ phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness. Conclusions. Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.",
author = "Minyoung Lee and Pyun, {Sung Bom} and Jinjoo Chung and Jungjin Kim and Eun, {Seon Deok} and Bumchul Yoon",
year = "2016",
month = "10",
day = "1",
doi = "10.2522/ptj.2015027",
language = "English",
volume = "96",
pages = "1554--1564",
journal = "Physical Therapy",
issn = "0031-9023",
publisher = "American Physical Therapy Association",
number = "10",

}

TY - JOUR

T1 - A further step to develop patientfriendly implementation strategies for virtual reality–based rehabilitation in patients with acute stroke

AU - Lee, Minyoung

AU - Pyun, Sung Bom

AU - Chung, Jinjoo

AU - Kim, Jungjin

AU - Eun, Seon Deok

AU - Yoon, Bumchul

PY - 2016/10/1

Y1 - 2016/10/1

N2 - Background. Virtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training. Objective. The purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences. Design. An exploratory mixed-method design was used in this study. Methods. Eight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences. Results. Levels of difficulty and enjoyment varied depending on the training mode and participants’ phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness. Conclusions. Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.

AB - Background. Virtual reality (VR)–based rehabilitation is gaining attention as a way to promote early mobilization in patients with acute stroke. However, given the motor weakness and cognitive impairment associated with acute stroke, implementation strategies for overcoming patient-perceived difficulty need to be developed to enhance their motivation for training. Objective. The purpose of this study was to explore patient-perceived difficulty and enjoyment during VR-based rehabilitation and the factors affecting those experiences. Design. An exploratory mixed-method design was used in this study. Methods. Eight individuals with acute stroke participated in 2 training modes of VR-based rehabilitation (ie, workout and game modes) 20 to 30 minutes per day for 5 to 8 sessions. A visual analog scale was used to assess patient-perceived difficulty and enjoyment at every session. Then semistructured interviews were conducted to explore the factors affecting those experiences. Results. Levels of difficulty and enjoyment varied depending on the training mode and participants’ phases of recovery. Five major factors were identified as affecting those varied experiences: (1) ease of following the directions, (2) experience of pain, (3) scores achieved, (4) novelty and immediate feedback, and (5) self-perceived effectiveness. Conclusions. Levels of difficulty and enjoyment during VR-based rehabilitation differed depending on the phases of recovery and training mode. Therefore, graded implementation strategies for VR-based rehabilitation are necessary for overcoming patient-perceived difficulty and enhancing enjoyment. Ease of following the directions might be best considered in the very early stage, whereas multisensory feedback may be more necessary in the later stage. Health professionals also should find a way for patients to avoid pain during training. Feedback, such as knowledge of results and performance, should be used appropriately.

UR - http://www.scopus.com/inward/record.url?scp=84989903855&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84989903855&partnerID=8YFLogxK

U2 - 10.2522/ptj.2015027

DO - 10.2522/ptj.2015027

M3 - Article

VL - 96

SP - 1554

EP - 1564

JO - Physical Therapy

JF - Physical Therapy

SN - 0031-9023

IS - 10

ER -