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NEW CHALLENGES IN REHABILITATION: THE USE OF VIRTUAL REALITY PRINCIPLES IN UPPER LIMB THERAPY FOR STROKE PATIENTS
1 University of West Bohemia (CZECH REPUBLIC)
2 Department of Rehabilitation and Sports Medicine, Second Faculty of Medicine, Charles University / University Hospital Motol (CZECH REPUBLIC)
3 VR medical s.r.o. (CZECH REPUBLIC)
4 XR Institute s.r.o. (CZECH REPUBLIC)
About this paper:
Appears in: ICERI2023 Proceedings
Publication year: 2023
Page: 314 (abstract only)
ISBN: 978-84-09-55942-8
ISSN: 2340-1095
doi: 10.21125/iceri.2023.0123
Conference name: 16th annual International Conference of Education, Research and Innovation
Dates: 13-15 November, 2023
Location: Seville, Spain
Abstract:
Physiotherapy as a field of education is currently undergoing many changes. Therapy approaches are diversifying and the application of modern methods in the training of new physiotherapists is increasing. In recent years, we have seen an increase in interest in the use of virtual reality (VR) in rehabilitation in clinical practice and in-home self-therapy. It is advisable to introduce this technology to physiotherapy students, who will then be able to prepare therapy plans and implement therapies independently or in cooperation with experienced clinicians. In view of the fact that in recent years, due to the increasing age of life, the number of neurologically impaired individuals is increasing. One of the major topics is the rehabilitation of stroke patients. Stroke is one of the most common causes of disability and, given the increase in the population of survivors in most countries, it is a potential field from the perspective of rehabilitation that needs increased attention.

The paper will present individual cases of stroke patients whose therapy included therapy using VR. By precisely tracking the patient's hands, VR exercises benefit from the rapid feedback and interaction of the patient with the virtual environment. The advantage lies mainly in the motivation of the patient, who finds himself in environments that would be difficult to access in his post-stroke state. Although all case studies patients share a history of stroke, each patient had a different etiology, individual functional impairment, individual adjustment of VR exercise and outcomes.

Virtual reality can immerse individuals in an imaginary world, making them less aware of the real-world context. At the same time, time subjectively passes faster here than in actual reality. The patient enters the virtual space through his or her senses. The more he/she is immersed in virtual reality, the more he/she feels present at the moment within the artificial world. Virtual reality offers an extension of therapeutic means and at the same time the practice of actions that cannot be performed in the real environment concerning the patient's safety. Virtual environments offer the patient visual, auditory, or haptic feedback that can facilitate the motor learning process while informing the patient of success or failure in performing tasks. Linking this type of therapy with feedback can motivate and encourage the patient to continue with the therapy. Furthermore, VR in the therapy plan allows for repetitive, intense activity that promotes brain activation, muscle contraction, and coordination. Furthermore, the large therapeutic volume strengthens the connections between neurons and induces reorganisation in the cortical areas corresponding to the affected limb, thereby improving motor function. Last but not least, virtual reality offers a wide range of “games” and applications at different levels of difficulty that can be incorporated into the rehabilitation process, thus further increasing the motivation of the individual to perform the intended tasks. In this way, VR contributes to guiding the individual gradually towards a normal, maximally self-sufficient life.
Keywords:
Virtual reality, virtual rehabilitation, stroke, treatment plan, physiotherapy.