Virtual reality serious game for stroke rehabilitation at home

Detalhes bibliográficos
Autor(a) principal: Oliveira, Sérgio Duarte Costa
Data de Publicação: 2023
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10773/39746
Resumo: Stroke is one of the leading causes of death and disability worldwide and is characterized as ischemic when there is a blockage of an artery connected to the brain, or hemorrhagic when there is a rupture of one of these same arteries. The post-stroke intervention should be as quick as possible and the diagnosis is fundamental, in order to minimize short- and long-term damage. This way, motor, and cognitive rehabilitation appear, with the objective of fighting and overcoming the limitations caused by the stroke. The methods associated with these rehabilitations are part of a group of multidisciplinary areas, such as physiotherapy, neuropsychology, occupational therapy, and speech therapy. The way these treatments are performed relies on several conventional methods that often lead to demotivation on the part of the patient. Here arises an entry point for serious games and the study of their potential in health. Due to the physical limitations of stroke survivors, these serious games have more expression and emphasis if developed in Virtual Reality (VR), increasing the range of movement, and contradicting the conventional form of mouse and keyboard, which restricts a lot, being even impossible for survivors who have paralysis in the upper limbs. This dissertation proposes a serious game in VR, to help and motivate in the process of the upper limb and cognitive rehabilitation of stroke survivors, both in acute and chronic phases, following a Human-Centered Design (HCD) approach in collaboration with health professionals from a Rehabilitation Center, as well as stroke survivors to understand the needs and motivations of survivors. Several prototypes were developed and tested by health professionals and survivors. The insights gathered are discussed and ideas for future work are drawn.
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spelling Virtual reality serious game for stroke rehabilitation at homeVirtual realityStrokeRehabilitationSerious gamesHuman-centered-designStroke is one of the leading causes of death and disability worldwide and is characterized as ischemic when there is a blockage of an artery connected to the brain, or hemorrhagic when there is a rupture of one of these same arteries. The post-stroke intervention should be as quick as possible and the diagnosis is fundamental, in order to minimize short- and long-term damage. This way, motor, and cognitive rehabilitation appear, with the objective of fighting and overcoming the limitations caused by the stroke. The methods associated with these rehabilitations are part of a group of multidisciplinary areas, such as physiotherapy, neuropsychology, occupational therapy, and speech therapy. The way these treatments are performed relies on several conventional methods that often lead to demotivation on the part of the patient. Here arises an entry point for serious games and the study of their potential in health. Due to the physical limitations of stroke survivors, these serious games have more expression and emphasis if developed in Virtual Reality (VR), increasing the range of movement, and contradicting the conventional form of mouse and keyboard, which restricts a lot, being even impossible for survivors who have paralysis in the upper limbs. This dissertation proposes a serious game in VR, to help and motivate in the process of the upper limb and cognitive rehabilitation of stroke survivors, both in acute and chronic phases, following a Human-Centered Design (HCD) approach in collaboration with health professionals from a Rehabilitation Center, as well as stroke survivors to understand the needs and motivations of survivors. Several prototypes were developed and tested by health professionals and survivors. The insights gathered are discussed and ideas for future work are drawn.O AVC é uma das principais causas de morte e incapacidade a nível mundial e carateriza-se como sendo, isquémico quando há um bloqueio de uma artéria ligada ao cérebro, ou hemorrágico quando há um rompimento de uma dessas mesmas artérias. A intervenção pós-AVC deve ser o mais rápida possível e o diagnóstico é fundamental, de maneira a minimizar os danos a curto e a longo prazo. Deste modo, surgem as reabilitações motora e cognitiva, com o objetivo de combater e superar as limitações provocadas pelo AVC. Os métodos associados a estas reabilitações inserem-se num grupo de áreas multidisciplinar como a fisioterapia, a neuropsicologia, a terapia ocupacional e a terapia da fala. O modo como estes tratamentos são executados recai sobre vários métodos convencionais que, muitas vezes, levam à desmotivação pela parte do paciente. Aqui surge um ponto de entrada para os jogos sérios e o estudo das suas potencialidades na área da saúde, mais propriamente, neste caso específico do AVC. Devido às limitações físicas dos sobreviventes de AVC, estes jogos sérios têm maior expressão e enfase se forem desenvolvidos em realidade virtual, permitindo aumentar a amplitude de movimentos e contrariando a forma convencional de rato e teclado, que restringe bastante, sendo até impossível para sobreviventes que tenham paralisias a nível dos membros superiores. Esta dissertação propõe um jogo sério em realidade virtual, para ajudar e motivar no processo de reabilitação cognitiva e dos membros superiores de sobreviventes de AVC, tanto na fase aguda como na fase crónica. Para isso foi aplicado um Design Centrado no Humano, em colaboração com profissionais de saúde e sobreviventes de AVC de um Centro de Reabilitação, de forma a compreender as necessidades e motivações dos sobreviventes. Por fim, foram desenvolvidos e testados vários protótipos com profissionais de saúde e sobreviventes, sendo os resultados obtidos discutidos, e apresentadas ideias para trabalhos futuros.2023-12-04T16:52:54Z2023-07-13T00:00:00Z2023-07-13info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/39746engOliveira, Sérgio Duarte Costainfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T12:17:50Zoai:ria.ua.pt:10773/39746Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:09:55.473710Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Virtual reality serious game for stroke rehabilitation at home
title Virtual reality serious game for stroke rehabilitation at home
spellingShingle Virtual reality serious game for stroke rehabilitation at home
Oliveira, Sérgio Duarte Costa
Virtual reality
Stroke
Rehabilitation
Serious games
Human-centered-design
title_short Virtual reality serious game for stroke rehabilitation at home
title_full Virtual reality serious game for stroke rehabilitation at home
title_fullStr Virtual reality serious game for stroke rehabilitation at home
title_full_unstemmed Virtual reality serious game for stroke rehabilitation at home
title_sort Virtual reality serious game for stroke rehabilitation at home
author Oliveira, Sérgio Duarte Costa
author_facet Oliveira, Sérgio Duarte Costa
author_role author
dc.contributor.author.fl_str_mv Oliveira, Sérgio Duarte Costa
dc.subject.por.fl_str_mv Virtual reality
Stroke
Rehabilitation
Serious games
Human-centered-design
topic Virtual reality
Stroke
Rehabilitation
Serious games
Human-centered-design
description Stroke is one of the leading causes of death and disability worldwide and is characterized as ischemic when there is a blockage of an artery connected to the brain, or hemorrhagic when there is a rupture of one of these same arteries. The post-stroke intervention should be as quick as possible and the diagnosis is fundamental, in order to minimize short- and long-term damage. This way, motor, and cognitive rehabilitation appear, with the objective of fighting and overcoming the limitations caused by the stroke. The methods associated with these rehabilitations are part of a group of multidisciplinary areas, such as physiotherapy, neuropsychology, occupational therapy, and speech therapy. The way these treatments are performed relies on several conventional methods that often lead to demotivation on the part of the patient. Here arises an entry point for serious games and the study of their potential in health. Due to the physical limitations of stroke survivors, these serious games have more expression and emphasis if developed in Virtual Reality (VR), increasing the range of movement, and contradicting the conventional form of mouse and keyboard, which restricts a lot, being even impossible for survivors who have paralysis in the upper limbs. This dissertation proposes a serious game in VR, to help and motivate in the process of the upper limb and cognitive rehabilitation of stroke survivors, both in acute and chronic phases, following a Human-Centered Design (HCD) approach in collaboration with health professionals from a Rehabilitation Center, as well as stroke survivors to understand the needs and motivations of survivors. Several prototypes were developed and tested by health professionals and survivors. The insights gathered are discussed and ideas for future work are drawn.
publishDate 2023
dc.date.none.fl_str_mv 2023-12-04T16:52:54Z
2023-07-13T00:00:00Z
2023-07-13
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