Version 1
: Received: 2 June 2023 / Approved: 5 June 2023 / Online: 5 June 2023 (14:26:52 CEST)
How to cite:
Silva, C.; Quaresma, C.; Silva, R.; Carvalho, S.; Costa, R.; Fernández, M.; Sousa, A. P. D.; Londral, A.; Fonseca, M. Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality. Preprints2023, 2023060333. https://doi.org/10.20944/preprints202306.0333.v1
Silva, C.; Quaresma, C.; Silva, R.; Carvalho, S.; Costa, R.; Fernández, M.; Sousa, A. P. D.; Londral, A.; Fonseca, M. Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality. Preprints 2023, 2023060333. https://doi.org/10.20944/preprints202306.0333.v1
Silva, C.; Quaresma, C.; Silva, R.; Carvalho, S.; Costa, R.; Fernández, M.; Sousa, A. P. D.; Londral, A.; Fonseca, M. Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality. Preprints2023, 2023060333. https://doi.org/10.20944/preprints202306.0333.v1
APA Style
Silva, C., Quaresma, C., Silva, R., Carvalho, S., Costa, R., Fernández, M., Sousa, A. P. D., Londral, A., & Fonseca, M. (2023). Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality. Preprints. https://doi.org/10.20944/preprints202306.0333.v1
Chicago/Turabian Style
Silva, C., Ana Londral and Micaela Fonseca. 2023 "Com@Rehab: An Interactive and Personalised Rehabilitation Activity Based on Virtual Reality" Preprints. https://doi.org/10.20944/preprints202306.0333.v1
Abstract
Background: 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.
Keywords
virtual reality (VR); COVID-19; motor rehabilitation; multidisciplinary; virtual reality activity; serious games; game design; health communication
Subject
Public Health and Healthcare, Physical Therapy, Sports Therapy and Rehabilitation
Copyright:
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.