TY - UNPB
T1 - Com@Rehab
T2 - An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality
AU - Silva, Carolina
AU - Quaresma, Claudia
AU - Silva, Raquel
AU - Carvalho, Sara
AU - Costa, Rute
AU - Fernández, Miguel
AU - Londral, Ana Rita M.
AU - Fonseca, Micaela
N1 - info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F03213%2F2020/PT#
info:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDP%2F03213%2F2020/PT#
UIDB/03213/2020
UIDP/03213/2020
PY - 2023
Y1 - 2023
N2 - This work presents Com@Rehab, a technological patient-centred activity for individuals needing a physical rehabilitation approach and with a specific loss of functionality. Within this scope, this paper focuses on the description of the activity in virtual reality (VR), its components, design and user profile, and its versatility and future adaptability regarding different ages, pathologies and rehabilitation contexts. Methods: The VR activity has been customised according to the patient's clinical needs while replicating an activity of daily living, namely showering. In addition, to validate and get feedback on the developed system, a validation questionnaire was applied to a group of healthy individuals to test the efficiency of the technology that supports the VR activity. Results: Preliminary results show that 94% of the participants recommended the experience, the performance of the various components of the system was successfully implemented, participants quickly adhered to the VR technology, and the UI assistant’s functionality should be improved. Conclusion: This solution creates a more effective, interactive, humanised rehabilitation approach based on a Virtual Reality (VR) activity. The Com@Rehab Communication Module improves human-human and human-machine communication while contributing to health literacy.
AB - This work presents Com@Rehab, a technological patient-centred activity for individuals needing a physical rehabilitation approach and with a specific loss of functionality. Within this scope, this paper focuses on the description of the activity in virtual reality (VR), its components, design and user profile, and its versatility and future adaptability regarding different ages, pathologies and rehabilitation contexts. Methods: The VR activity has been customised according to the patient's clinical needs while replicating an activity of daily living, namely showering. In addition, to validate and get feedback on the developed system, a validation questionnaire was applied to a group of healthy individuals to test the efficiency of the technology that supports the VR activity. Results: Preliminary results show that 94% of the participants recommended the experience, the performance of the various components of the system was successfully implemented, participants quickly adhered to the VR technology, and the UI assistant’s functionality should be improved. Conclusion: This solution creates a more effective, interactive, humanised rehabilitation approach based on a Virtual Reality (VR) activity. The Com@Rehab Communication Module improves human-human and human-machine communication while contributing to health literacy.
KW - Virtual reality (VR)
KW - COVID-19
KW - Motor rehabilitation
KW - Multidisciplinary
KW - Virtual reality activity
KW - Serious games
KW - Game design
KW - Health communication
U2 - https://doi.org/10.20944/preprints202306.0333.v1
DO - https://doi.org/10.20944/preprints202306.0333.v1
M3 - Preprint
SN - n/a
SP - 1
EP - 13
BT - Com@Rehab
PB - MDPI - Multidisciplinary Digital Publishing Institute
ER -