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.
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Acknowledgments
The authors would like to thank Erling Pedersen from CoLab Vest, Jonas Drefeld from Syddansk Sundhedsinnovation, Tobias Theodorus Perquin from Teknologisk Institute, and the therapists at NeuroRehab, Sydvestjysk Sygehus, Grindsted, Denmark.
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© 2018 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
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Epure, P., Holte, M.B. (2018). Analysis of Motivation in Virtual Reality Stroke Rehabilitation. In: Brooks, A., Brooks, E., Vidakis, N. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2017 2017. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 229. Springer, Cham. https://doi.org/10.1007/978-3-319-76908-0_27
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DOI: https://doi.org/10.1007/978-3-319-76908-0_27
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