Abstract
This paper investigates the post-stroke adult population and their motivation to use virtual reality rehabilitation in the rehabilitation process. The study was conducted on 10 patients, part of a rehabilitation program at NeuroRehab, Sydvestjysk Sygehus, Grindsted, Denmark. The sample of patients was divided into a control group and an experimental group, where the experimental group practiced additionally 30 min of training using a virtual reality rehabilitation system. The system consists of: a head mounted display – Oculus Rift, a motion sensor controller – Leap Motion, a desktop computer and a custom built task simulator game. To study the patients’ motivation, a questionnaire based on the Intrinsic Motivation Inventory, play performance measurements, and video recordings were utilised. It is concluded that the patients who utilised the virtual rehabilitation system indicated slightly increased motivation compared to the control group.
Original language | English |
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Title of host publication | Interactivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings |
Publisher | Springer |
Publication date | 2018 |
Pages | 282-293 |
ISBN (Print) | 978-3-319-76907-3 |
ISBN (Electronic) | 978-3-319-76908-0 |
DOIs | |
Publication status | Published - 2018 |
Event | 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017 - Heraklion, Greece Duration: 30 Oct 2017 → 31 Oct 2017 http://archive.artsit.org/2017/show/home |
Conference
Conference | 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017 |
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Country/Territory | Greece |
City | Heraklion |
Period | 30/10/2017 → 31/10/2017 |
Internet address |
Series | Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering |
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Volume | 229 |
ISSN | 1867-8211 |