Clinical Evaluation Curictus VRS Rev 3

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1
Clinical Evaluation Curictus VRS
Approval field
Prepared
Checked
Approved
Date
Signature
Mihaela Golic
Daniel Goude
Mihaela Golic
Revision history
Number
of
current
revision
Replaces
Description of change
revision
1
-
-
2
1
3
2
Studies Added: nr 11 (Paretto et al) end 14
(Nilsson).
Comments changed accordingly
Added Pster (nr 15).
Curictus
Other
documents /
processes
affected
None. Conclusion
not changed
Effective
Date
Date of
approval
Date of
approval
Clinical Evaluation Curictus VRS
Rev 3
2
Purpose
The purpose of this document is to evaluate the safety and effectiveness of the Curictus VRS System, in helping the rehabilitation of patients with acquired
brain injury.
Background
Intended Use
Curictus VRS is a training / rehabilitation station. It is intended to be used by patients recovering after acquired brain injury, in carrying out arm/hand motor
training and cognitive training
Function
Curictus VRS provides facilities for arm/hand motor training and cognitive training in a stimulating fashion, thus keeping the patient interested and
motivated to persist with the training program, which is a key factor in the rehabilitation process.
Design
Curictus VRS is a semi-immersive system, making use of Virtual Reality and Haptics technology, in order to enhance the patient’s experience and facilitate
learning / relearning processes. The training exercises are designed as “serios games”.
Clinical Studies
Clinical research has been conducted by researchers in rehabilitation at the Sahlgrenska University Hospital in Gothenburg and other institutions, without
the involvement of Curictus.
Method
Analysis of available published data, with focus on the system’s safety and effectiveness.
A summary of the published data is presented in Appendix 1.
Curictus
Clinical Evaluation Curictus VRS
Rev 3
3
Comments
14 publications are presented, involving minimum 48+12+8 = 68 subjects.
These numbers are indicated in the following publications:
 Physical Therapy Reviews 2009 VOL 14 NO 5, Haptic virtual rehabilitation in stroke: transferring research into clinical practice, Jurgen Broeren,
Katharina S Sunnerhagen and Martin Rydmark”.
 Proc. 7th ICDVRAT with ArtAbilitation, Maia, Portugal, 2008, Virtual reality, haptics and post-stroke rehabilitation in practical therapy, L Pareto, J
Broeren, D Goude, M Rydmark
 Linköping University, Faculty of Health Sciences, Occupational Therapy Programme, Specially developed computer games in virtual reality as a
training method for persons with brain injury, Ingrid Nilsson
The number may be bigger than that.
Conclusions
The analysis of the published data show that:
-
-
Curictus
Curictus VRS system is safe. No adverse events have been reported in any of the listed publication.
Curictus VRS system is effective. A number of patients have reported improvements in the arm motor function and quality of life (Ref 4, 6, 10, 11,
12). It did not appear that age, sex or familiarity with computers play a role: the system was successfully used by younger and elder people, men and
women, even with no previous computer familiarity (Ref 10, 11)
Curictus VRS is easy to train to stroke patients and easy to use (Ref 9, 10)
Clinical Evaluation Curictus VRS
Rev 3
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Appendix 1
Summary of the published data related to Curictus VRS System
Nr
1
Reference
Stud Health Technol
Inform. 2002;85:434-7.
Stroke rehabilitation at
home using virtual reality,
haptics and telemedicine.
Rydmark M, Broeren J,
Pascher R.
http://www.ncbi.nlm.nih.gov
/pubmed/15458128
2
Cyberpsychol Behav. 2002
Jun;5(3):207-11.
Virtual reality and haptics as
an assessment device in the
postacute phase after stroke.
Broeren J, Björkdahl A,
Pascher R, Rydmark M.
http://www.ncbi.nlm.nih.gov
/pubmed/12123242
3
J Rehabil Med. 2003 May;(41
Suppl):7-10.
Adaptive plasticity in motor
cortex: implications for
rehabilitation after brain
injury.
Curictus
Purpose / Methods
Subjects involved (number,
type, characteristics)
Results
Conclusions
Adverse
events of
VRS
The objective of this pilot study is to identify
the level of difficulty in which subjects with
left hemisphere damage in the acute phase
after stroke can start practicing in a virtual
environment. Second, to test an application
of Virtual Reality technology to existing
occupational treatment methods in stroke
rehabilitation and develop a platform for
home rehabilitation controlled telemedically.
Full article not reviewed
The feasibility study setup is
working well likewise the
assessment method.
Developing and increasing the
complexity of the tasks must be
based on the patient individual
neurology, and that the
cinematic motion patterns of
the patient's are the basis for
exercise design.
The findings
indicate that the
system shows
potential as an
assessment and
training device.
None
mentioned
in the
abstract
This study describes how a haptic device was
used as a cinematic assessment utility. Three
chronic stroke inpatients at Sahlgrenska
University Hospital with left hemisphere
damage were assessed. The patients were
administered by the box and block manual
dexterity test. For comparisons, a reference
group was added to the study. Several
parameters, including time, speed, and
movement of the right upper extremity,
were extracted and evaluated.
3 chronic stroke patients
The results indicate that the
system shows potential as an
assessment device. The
feasibility study setup is
working well, as is the
assessment method.
Further research,
testing, refinement
of the exercises,
and use of VR and
haptics within
neurological
rehabilitation are
suggested.
None
mentioned
It is now widely recognized that the cerebral
cortex of adult human and non-human
mammals is capable of widespread
functional and structural plasticity. During
the learning of new skills, cortical regions
associated with sensorimotor function of the
body parts most utilized for the skilled task
Not applicable, review article
Not applicable, review article
These recent
neuroscientific
findings suggest
that new
rehabilitative
interventions, both
physiotherapeutic
Not
applicable,
review
article
Clinical Evaluation Curictus VRS
Rev 3
5
Nr
Reference
Nudo RJ.
http://www.ncbi.nlm.nih.gov
/pubmed/12817650
4
Arch Phys Med Rehabil. 2004
Aug;85(8):1247-50.
Virtual reality and haptics as
a training device for
movement rehabilitation
after stroke: a single-case
study.
Purpose / Methods
Subjects involved (number,
type, characteristics)
come to be represented over larger cortical
territories. More recent studies have shown
that functional and structural changes take
place in the cerebral cortex after injury, such
as occurs after stroke or trauma. These two
modulators of cortical function,
sensorimotor learning and cortical injury,
interact. Thus, after cortical injury, the
structure and function of undamaged parts
of the brain are remodeled during recovery,
shaped by the sensorimotor experiences of
the individual in the weeks to months
following injury.
To investigate whether training in a virtual
environment with a haptic device will
improve motor function in the left
hemiparetic arm of a stroke subject.
Three tests (Purdue pegboard
test, dynamometer hand-grip
strength, upper-extremity test)
and a subjective interview were
used to evaluate motor
performance. Improvements
were found in fine manual
dexterity, grip force, and motor
control of the affected upper
extremity. The subject reported
that there was a change in his
day-to-day use of the upper
extremity and that he was able
to use it in activities that were
previously impossible for him.
Training with virtual
reality and haptics
can promote motor
rehabilitation.
None
mentioned
Full article not reviewed
The benefits of a system for
rehabilitation after stroke,
based on VR, Haptics and
Telemedicine should be:
increased quality of life, lesser
isolation, feeling more secure,
fewer tiring transportations,
The long term
recovery for a
larger group of
patients with motor
impairments is
presently under
None
mentioned
in the
abstract
The subject trained with a 3-dimensional
computer game during a 4-week period that
consisted of twelve 90-minute sessions
Rehabilitation after stroke
using virtual reality, haptics
(force feedback) and
telemedicine.
Curictus
We have constructed a haptic immersive
workbench to be placed in the patients'
home for daily adjusted rehabilitation. We
also propose a system for Internet based
connection and communication between
patients and between patients and a clinical
rehabilitation center and clinical
Adverse
events of
VRS
A man in his late fifties (right
handed), with a right-hemisphere
lesion that caused a deficit in the
left upper extremity.
http://www.ncbi.nlm.nih.gov
/pubmed/15295748
Stud Health Technol
Inform. 2006;124:51-6.
Conclusions
and
pharmacotherapeut
ic, may have benefit
via modulation of
neuroplastic
mechanisms.
Broeren J, Rydmark M,
Sunnerhagen KS.
5
Results
Clinical Evaluation Curictus VRS
Rev 3
6
Nr
Reference
Broeren J, Dixon M,
Sunnerhagen KS, Rydmark M.
Purpose / Methods
Subjects involved (number,
type, characteristics)
assessment/evaluation centers.
http://www.ncbi.nlm.nih.gov
/pubmed/17108503
6
Neurorehabil Neural
Repair. 2007 MarApr;21(2):180-9.
Assessment and training in a
3-dimensional virtual
environment with haptics: a
report on 5 cases of motor
rehabilitation in the chronic
stage after stroke.
Broeren J, Rydmark M,
Björkdahl A, Sunnerhagen KS.
J Neuroeng Rehabil. 2007
May 9;4:13.
A kinematic analysis of a
haptic handheld stylus in a
virtual environment: a study
in healthy subjects.
Broeren J, Sunnerhagen KS,
Rydmark M.
more frequent exercising,
better compliance to training,
lower cost for transportation.
evaluation.
Adverse
events of
VRS
A single-subject repeatedmeasures experimental design (AB)
was used. After baseline testing, 5
patients were assigned to the
therapy 3 times a week for 45 min
for 5 weeks. Velocity, time needed
to reach, and hand path ratio
(reflecting superfluous movements)
were the outcome measures, along
with the Assessment of Motor and
Process Skills and the Box and Block
test. The follow-up phase (C)
occurred 12 weeks later.
Improvements were noted in
velocity, time, and hand path
ratio. One patient showed
improvement in occupational
performance in ADLs.
The application of
this strategy of
using virtual reality
(VR) technologies
may be useful in
assessing and
training stroke
patients. The
results of this study
must be
reproduced in
further studies. The
VR systems can be
placed in homes or
other nonclinical
settings.
None
mentioned
The objective of this study was to evaluate
the test-retest reliability of a clinical
procedure measuring trajectories with a
haptic handheld stylus in a virtual
environment and to establish normative data
in healthy subjects using this haptic device.
Fifty-eight normal subjects; aged
from 20 to 69, performed 3
dimensional hand movements in a
virtual environment using a haptic
device on three occasions within
one week. Test-retest stability and
standardized normative data were
obtained for all subjects.
No difference was found
between test and retest. The
limits of agreement revealed
that changes in an individual's
performance could not be
detected. There was a training
effect between the first test
occasion and the third test
occasion.
A new test was
developed for
recording the
kinematics of the
handheld haptic
stylus in a virtual
environment. The
normative data will
be used for
purposes of
comparison in
future assessments,
None
mentioned
http://www.ncbi.nlm.nih.gov
/pmc/articles/PMC1877808/
Curictus
Conclusions
This exploratory study assessed the possible
effectiveness of hemiparetic upper extremity
training in subjects with chronic stroke with
computer instrumentation (haptic force
feedback) and 3-dimensional visualization
applied to computer games, as well as to
evaluate concurrent computer-assisted
assessment of the kinematics of movements
and test whether any improvement detected
in the computer environment was reflected
in activities of daily living (ADLs).
http://nnr.sagepub.com/cont
ent/21/2/180.abstract
7
Results
Clinical Evaluation Curictus VRS
Rev 3
7
Nr
Reference
Purpose / Methods
Subjects involved (number,
type, characteristics)
Results
Conclusions
Adverse
events of
VRS
such as before and
after training of
persons with
neurological
deficits.
8
Acta Neurol Scand. 2007
Sep;116(3):157-63.
Neglect assessment as an
application of virtual reality.
In this study a cancellation task in a virtual
environment was applied to describe the
pattern of search and the kinematics of hand
movements in eight patients with right
hemisphere stroke.
Four patients had visual neglect
and four had recovered clinically
from initial symptoms of neglect.
The performance of the patients
was compared with that of a
control group consisting of eight
subjects with no history of
neurological deficits.
Patients with neglect as well as
patients clinically recovered
from neglect showed aberrant
search performance in the
virtual reality (VR) task, such as
mixed search pattern, repeated
target pressures and deviating
hand movements.
The results indicate
that in patients with
a right hemispheric
stroke, this VR
application can
provide an
additional tool for
assessment that
can identify small
variations
otherwise not
detectable with
standard paperand-pencil tests. VR
technology seems
to be well suited for
the assessment of
visually guided
manual exploration
in space.
None
mentioned
The purpose of this project was to
investigate the effects of Virtual Reality
technology and haptics for stroke
rehabilitation.
Twenty-nine stroke subjects, 17
women, and 12 men aged 44-85
years, participated in three
different studies
All participants responded
favorable to the use of the VR
activity station. A change of
attitude took place after the
subjects were exposed to
playing computer games.
The general
experience with the
VR application
approach suggests
that this treatment
concept is
promising in stroke
None
mentioned
Broeren J, Samuelsson H,
Stibrant-Sunnerhagen K,
Blomstrand C, Rydmark M.
http://www.ncbi.nlm.nih.gov
/pubmed/17714328
9
Stud Health Technol
Inform. 2008;136:77-82.
Virtual rehabilitation after
stroke.
Broeren J, Bjorkdahl A,
Claesson L, Goude D,
Curictus
Clinical Evaluation Curictus VRS
Rev 3
8
Nr
Reference
Purpose / Methods
Subjects involved (number,
type, characteristics)
Results
Lundgren-Nilsson A,
Samuelsson H, Blomstrand C,
Sunnerhagen KS, Rydmark M.
Conclusions
Adverse
events of
VRS
rehabilitation, with
a wide range of
applicability.
http://www.ncbi.nlm.nih.gov
/pubmed/18487711
10
Cerebrovasc Dis. 2008; 26(3):
289-96. Epub 2008 Jul 31.
Virtual rehabilitation in an
activity centre for
community-dwelling persons
with stroke. The possibilities
of 3-dimensional computer
games.
Broeren J, Claesson L,
Goude D, Rydmark M,
Sunnerhagen KS.
http://www.ncbi.nlm.nih.gov
/pubmed/18667809
11
Proc. 7th ICDVRAT with
ArtAbilitation, Maia, Portugal,
2008
Virtual reality, haptics and
post-stroke rehabilitation in
practical therapy
L Pareto, J Broeren, D Goude,
Curictus
The main purpose of this study was to place
a virtual reality (VR) system, designed to
assess and to promote motor performance in
the affected upper extremity in subjects after
stroke, in a nonhospital environment.
The intervention involved 11 patients after
stroke who received extra rehabilitation by
training on a computer 3 times a week
during a 4-week period. The control group
involved 11 patients after stroke who
continued their previous rehabilitation (no
extra computer training) during this period.
The mean age of all was 68 years (range =
47-85) and the average time after stroke 66
months (range = 15-140). The VR training
consisted of challenging games, which
provided a range of difficulty levels that
allow practice to be fun and motivating. An
additional group of 11 right-handed aged
matched individuals without history of
neurological or psychiatric illnesses served as
reference subjects
Treatment group: 11 patients
Control group: 11 patients
Healthy volunteers: 11
(Total: 22 patients)
All the participants reported
that they were novel computer
game players. After an initial
introduction they learned to
use the VR system quickly. The
treatment group demonstrated
improvements in motor
outcome for the trained upper
extremity, but this was not
detected in real-life activities.
The results of this
research suggest
the usefulness of
computer games in
training motor
performance. VR
can be used
beneficially not only
by younger
participants but
also by older
persons to enhance
their motor
performance after
stroke. .
None
mentioned
We address the question of usefulness of
virtual reality based rehabilitation equipment
in practical therapy, by letting experienced
therapists explore one such equipment
during six months in their regular practice
under natural circumstances. By protocols,
questionnaires and focus group interviews
15 regular patients were judged to
be suitable for the training in
question, and were therefore
offered this new training method.
They all tried the equipment, but
three patients chose to stay with
their current training methods. The
This resulted in a set of
purposeful activities, identified
values for therapeutic work,
and design guidelines.
The conclusion is
that such
equipment has
benefits beyond
real life training,
that variation in
content and
None
mentioned
Clinical Evaluation Curictus VRS
Rev 3
9
Nr
12
Reference
Purpose / Methods
Subjects involved (number,
type, characteristics)
M Rydmark
http://www.icdvrat.reading.a
c.uk/2008/papers/ICDVRAT2
008_S06_N04_Pareto_et_al.p
df
we collect data regarding which activities
they considered useful, why these are useful
and what might improve usefulness of such
activities, based on the therapists’
professional judgement and experiences.
remaining 12 subjects used the
equipment according to their
individual plan. Most subjects used
the equipment for 1-2 hour
sessions twice a week. Their
respective training periods ranged
from 3 to 12 weeks, depending on
the remaining evaluation period
and how long they wanted to
proceed (for instance, one subject
quit early due to family reasons).
The age range varied from 20 to 85
years old, and was rather evenly
distributed within that range. Four
subjects were women and eight
were men. Four subjects had other
reasons for their disability than
stroke. The non-stroke subjects
suffered from fractures affecting
upper limb mobility (2 subjects),
burn injury or multiple sclerosis.
Physical Therapy Reviews
2009 VOL 14 NO 5
Haptic virtual rehabilitation
in stroke: transferring
research into clinical practice
Broerenj , StibrantSunnerhagen K, Rydmark M
http://www.ingentaconnect.c
om/content/maney/ptr/2009
/00000014/00000005/art000
04
The paper will give an overview of our work
with a haptic immersive workbench which
can be used in different setting for
rehabilitation.
Forty-eight subjects participated in three
different experiments. Twenty-nine users
had a stroke and 19 were healthy individuals.
The intervention in the first two experiments
consisted of playing three-dimensional
computer games. A computerised task was
developed to assess motor movement of the
affected upper extremity. In the third
experiment, a computerised visuospatial
neglect test was developed and compared
with traditional neglect tests. The subject
48 subjects
Curictus
Clinical Evaluation Curictus VRS
Results
Conclusions
Adverse
events of
VRS
difficulty levels is a
key quality for wide
suitability and that
the combination of
challenging
cognitive activities
which encourage
motor training was
considered
particularly useful
All experiments demonstrated
that this haptic immersive
workbench can provide a
quantitative analysis of hand
movements. The first
experiment showed
improvements in the
computerised task. One subject
improved in occupational
performance, i.e. improvement
reflected in activities of daily
living. The second experiment
was consistent with the first,
but the results have extended
these findings, showing that
virtual rehabilitation can be
The haptic
immersive
workbench features
assessment
methods and threedimensional
computer games,
which are
adjustable with
respect to degree of
difficulty and users'
abilities. For the
future, we propose
a system for
Internet based
connection and
None
mentioned
Rev 3
10
Nr
Reference
Purpose / Methods
Subjects involved (number,
type, characteristics)
hand position data (haptic stylus end-point,
i.e. x-, y- and z-coordinates) was measured
during each trial in the different
experiments.
13
Proc. 8th Intl Conf. Disability,
Virtual Reality & Associated
Technologies
Telehealth using 3 D Virtual
Environments in Stroke
rehabilitation - Work in
Progress
J Broeren, L Pareto,
C Ljungberg, B Johansson,
KS Sunnerhagen, M Rydmark
http://www.tsoshop.co.uk/b
ookstore.asp?Action=Book&P
roductId=9780704915022
Curictus
We have now started testing a telehealth
system for stroke rehabilitation in a rural
area in Sweden (NU- Hospital Group Area).
For collection of assessments and audiovisual
communication, the telehealth system has
bidirectional contact with the home-based
units.
This project addresses two major problems
within stroke rehabilitation. Firstly, it is a
common problem that many subjects with
stroke find the daily exercises that they are
to perform at home are not very interesting
and thereby lose motivation when they
return home from the hospital. The second
problem is that current methods require
subjects with stroke to return to the hospital
Three subjects were included in
this study. All the subjects were
living in the community in their
own homes and were retired.
They were referred from an
occupational therapist from that
primary care clinic and the referral
criteria was 1) diagnosis
of stroke; 2) hemiparesis in one of
the upper extremities, that is, box
and blocks score lower than 45
(Mathiowetz et al. 1985); 3) no
signs of neglect; and 4) a minimum
age of 70 years. Exclusion criteria
for all subjects were 1) joint
problems or prior injury to
Clinical Evaluation Curictus VRS
Results
Conclusions
beneficial not only to younger
users but also to elderly people
in terms of enhancing their
motor performance. In the
third experiment, we showed
that the computerised
visuospatial neglect test gave
additional information
compared to traditional tests.
Both the subjects with neglect
and the subjects clinically
recovered from neglect showed
aberrant search performance in
the cancellation task in the
virtual environment.
communication
between users and
between users and
rehabilitation
centres. The
benefits of a system
for rehabilitation
after stroke,
employing
telemedicine,
haptics, 3Dvisualisation and
serious-games
should be more
frequent exercising,
better compliance
with training in the
home setting and
improved quality of
life.
The data suggest that the
intervention led to clinical
changes in grip force (N) for S2
and S3. Manual ability,
according to the BBT and ARAT
improved for all three subjects
(S1-S3). The subjects’ self-rated
health status (EQ5D VAS score)
increased for all three subjects
(Table 2).
The results of this
study indicate that
home rehabilitation
is a promising
approach in remote
training and may
have beneficial
effects on quality of
life. Further
research is
necessary to
evaluate clinical
efficacy and cost
effectiveness with a
larger population.
Adverse
events of
VRS
None
mentioned
Rev 3
11
Nr
Reference
14
Linköping University, Faculty
of Health Sciences,
Occupational Therapy
Programme
Specially developed
computer games in virtual
reality as a training method
for persons with brain injury
Ingrid Nilsson
http://www.lio.se/pages/472
93/cuppsats%20100216slutversio
n.pdf
15
Poster presented at AT
Forum, Götebrog, 6-8- April
2011
Hur patienter, nyinsjuknade i
stroke, upplever
användningen av virtual
reality som
behandlingsredskap
http://www.curictus.com/wp
content/uploads/2011/04/Po
ster-AT-Forum-2011-VRS-iakut-stroke.pdf
Curictus
Purpose / Methods
Subjects involved (number,
type, characteristics)
Results
Conclusions
Adverse
events of
VRS
on a frequent basis for rehabilitation and to
be monitored by hospital staff. Traveling to
and from the hospital frequently poses a
large cost to hospitals.
arm/hand; 2) language difficulty
that affects information reception.
The aim of this study was to find out if
computer training in virtual reality has an
effect on cognitive functions in adult
individuals with cognitive dysfunction
following a brain injury. The study is
quasiexperimental, observational study with
a pre- and post design; the results are based
on eight adult individuals. BNIS (Barrow
Neurological Institute Screen) was used to
assess cognitive function, before and after
the period of training. When the training was
completed, two open-ended questions were
used to assess participants´ general
experience of the training and whether
acitivity performance had been affected. The
training was carried out during a three-week
period, with three training sessions per
week.
Att undersöka hur patienter, nyinsjuknade i
stroke orsakad av infarkt, upplever
användningen av virtual reality som
behandlingsredskap.
The results are based on eight adult
individuals.
Inclusions criteria: adults between
18-65 yrs, in chronic stage after
brain injury, with cognitive
dysfunction in one or more of the
following areas: attention,
construction and memory
(according to the screening
instrument Cognistat (Kiernan,
Mueller, Langston %& van Dyke,
1987). The subjects must have had
their brain injury more for more
than 6 months ago, at recruitment
time.
The results from BNIS showed a
significant positive change in
cognitive function in seven out
of the eight individuals.The
biggest changes were shown in
visuo-spatial functions. The
indviduals found the training
very positive but some
expressed a sense of fatigue
during training. One individual
expressed a positive effect in
daily activities.
The results of this
study show that
cognitive functions
might be improved
by virtual reality
computer training;
Tiredness
10 män i åldern 57-88 år samtliga
strokes orsakade av infarkt.
Patienternas upplevda problem var
nedsatt rörelse-och greppförmåga,
känselstörning, synfältsbortfall,
nedsatt finmotorik, koordination,
koncentration, minne och
reaktionsförmåga
Majoriteten av de intervjuade
patienterna förmedlade
positiva upplevelser. Ett tema
visade upplevelser med en
känsla av flyt. Träningen gav en
förändrad upplevelse av tid
med fysiskt och mentalt
engagemang. Två andra teman
förmedlade positiva
upplevelser av stimulans och
delaktighet. Patienterna blev
medvetna om sina problem och
resurser,
enträningsmedvetenhet
Patienternas
upplevelser visar att
virtual reality är ett
behandlingsredskap
som kan användas för
patienter
nyinsjuknade i stroke
orsakad av infarkt. Det
optimala när någon
typ av aktivitet eller
träningsmoment skall
Utföras är att uppleva
en känsla av flyt med
förändrad
tidsupplevelse och
kroppsligt och mentalt
Några
fysiska
obehag
upplevdes
inte
Clinical Evaluation Curictus VRS
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12
Nr
Curictus
Reference
Purpose / Methods
Subjects involved (number,
type, characteristics)
Clinical Evaluation Curictus VRS
Results
Conclusions
framkom som gjorde patienten
aktiv och kreativ. De kunde
själva välja spel och
svårighetsgrad och anpassa
datorutrustningens och
programmens utformning för
att den skulle passa deras
träningsbehov. Två patienter
förmedlade en avsaknad av
engagemang men en av dessa
hade ändå ett positivt
helhetsintryck..
engagemang vilket har
visat sig kan uppnås
med virtual reality.
Även om det fanns
patienter som
saknade engagemang
vid träning med dator
och virtual reality
teknik har inga
faktorer framkommit
som indikerar att
tekniken inte kan
användas som
behandlingsredskap
för flera patienter. Av
vikt är att patienten
har förståt ttekniken
och syftet som då kan
motivera till träning.
Adverse
events of
VRS
Rev 3
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