Author:
Lorenz Emanuel A.,Bråten Støen Andreas,Lie Fridheim Magnus,Alsos Ole Andreas
Abstract
Introduction: Acquired brain injuries pose significant societal and individual challenges worldwide. The adoption of XR technologies presents an opportunity to enhance current rehabilitation procedures. However, a comprehensive understanding of the specific requirements of different user groups in XR-based rehabilitation remains incomplete. Our objective was to identify design recommendations for designers and researchers of XR-based exergames for motor rehabilitation for lower-limb motor recovery at home.Methods: After initially conducting a mini-literature review and brief market analysis, we used a human-centered design process, interviewing central stakeholders to understand their perspectives and using thematic analysis to identify recurring themes and insights related to XR-based rehabilitation.Results: The resulting eight key themes for integrating XR-based exergames into acquired brain injuries (ABI) rehabilitation were safety, flexibility, efficacy, usability, technology, motivation, ownership, and social factors.Conclusion: By addressing technical and user-oriented demands, our resulting design recommendations aid designers in developing meaningful XR-based rehabilitation exercises.
Reference72 articles.
1. Research Methods for Graduate Business and Social Science Students
2. Reducing compensatory motions in video games for stroke rehabilitation;Alankus,2012
3. Towards customizable games for stroke rehabilitation;Alankus,2010
4. PhyDSLK: a model-driven framework for generating exergames;Baldassarre;Multimed Tools Appl.,2021
5. Visual biofeedback balance training using Wii fit after stroke: a randomized controlled trial;Barcala;J. Phys. Ther. Sci.,2013
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献