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


METHODS
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. Implications for Rehabilitation Low-cost, off-the-shelf game sensors, such as the Nintendo Wii remote, are acceptable by stroke survivors as an add-on to upper limb stroke rehabilitation but have to be bespoked to provide high-fidelity and real-time kinematic tracking of the arm movement. Providing therapists with real-time and remote monitoring of the quality of the movement and not just the amount of practice, is imperative and most critical for getting a better understanding of each patient and administering the right amount and type of exercise. The ability to translate therapeutic arm movement into individually calibrated exercises and games, allows accommodation of the wide range of movement difficulties seen after stroke and the ability to adjust these activities (in terms of speed, range of movement and duration) will aid motivation and adherence - key issues in rehabilitation. With increasing pressures on resources and the move to more community-based rehabilitation, the proposed system has the potential for promoting the intensity of practice necessary for recovery in both community and acute settings.
a ImaginationLancaster, Design, LICA , Lancaster University , Bailrigg, Lancaster , UK .
Emmanuel
E
Tsekleves
b Faculty of Science and Technology , Anglia Ruskin University , UK , and.
Ioannis Theoklitos
IT
Paraskevopoulos
c School of Health Sciences & Social Care , Brunel University , London , UK.
Alyson
A
Warland
c School of Health Sciences & Social Care , Brunel University , London , UK.
Cherry
C
Kilbride
D000328:Adult; D001696:Biomechanical Phenomena; D003198:Computer Simulation; D005081:Exercise Therapy / Q000379:methods*; D005260:Female; D006801:Humans; D008297:Male; D008875:Middle Aged; D009068:Movement; D000071939:Stroke Rehabilitation / Q000379:methods*; D034941:Upper Extremity; D014584:User-Computer Interface; D018910:Video Games
Feedback; Nintendo Wii; games; motion capture; stroke rehabilitation; virtual reality