TY - GEN
T1 - Emotions and telerebabilitation
T2 - 4th International Conference on Virtual and Mixed Reality, Held as Part of HCI International 2011
AU - Yeh, Shih Ching
AU - McLaughlin, Margaret
AU - Nam, Yujung
AU - Sanders, Scott
AU - Chang, Chienyen
AU - Kennedy, Bonnie
AU - Flynn, Sheryl
AU - Lange, Belinda
AU - Li, Lei
AU - Chen, Shu Ya
AU - Whitford, Maureen
AU - Winstein, Carolee
AU - Jung, Younbo
AU - Rizzo, Albert
PY - 2011
Y1 - 2011
N2 - We describe a pilot clinical trial with a flexible telerehabilitation platform that allows a therapist to remotely monitor the exercise regimen and progress of a patient who previously suffered from a stroke. We developed virtual game environments which were host to a progressive set of training tasks from precise fine motor movements to reaching movements that involve full arm and shoulder activity. Concurrently, the therapist monitored the progress of the patient through a video channel. Assessment of psychosocial variables show that negative feelings (confusion, t(13)=2.54, p<.05, depression t(13)=2.58, p<.05, and tension, t(13)=2, p<.1) were significantly lessened after the game play. Patients' overall satisfaction with the telerehabilitation system was positively correlated with the feeling of co-presence of the therapist, r(8)=.770, p<.005. Patients felt less efficacious in continuing therapy after participating in the telerehabilitation game compared to their reported perseverance self-efficacy before the game, t(5)=2.71, p<.05 and showed decreased willingness to persist in therapy regardless of fatigue after the game play, t(5)=2.67, p<.05. However, when patients' pretest mood scores were taken into account, this trend was reversed. Patients' active mood before the game was positively correlated with their willingness to persist in the therapy after the game, r(14)=.699, p<.005. Telerehabilitation significantly enhanced stroke patients' psychological states.
AB - We describe a pilot clinical trial with a flexible telerehabilitation platform that allows a therapist to remotely monitor the exercise regimen and progress of a patient who previously suffered from a stroke. We developed virtual game environments which were host to a progressive set of training tasks from precise fine motor movements to reaching movements that involve full arm and shoulder activity. Concurrently, the therapist monitored the progress of the patient through a video channel. Assessment of psychosocial variables show that negative feelings (confusion, t(13)=2.54, p<.05, depression t(13)=2.58, p<.05, and tension, t(13)=2, p<.1) were significantly lessened after the game play. Patients' overall satisfaction with the telerehabilitation system was positively correlated with the feeling of co-presence of the therapist, r(8)=.770, p<.005. Patients felt less efficacious in continuing therapy after participating in the telerehabilitation game compared to their reported perseverance self-efficacy before the game, t(5)=2.71, p<.05 and showed decreased willingness to persist in therapy regardless of fatigue after the game play, t(5)=2.67, p<.05. However, when patients' pretest mood scores were taken into account, this trend was reversed. Patients' active mood before the game was positively correlated with their willingness to persist in the therapy after the game, r(14)=.699, p<.005. Telerehabilitation significantly enhanced stroke patients' psychological states.
KW - Virtual reality
KW - haptics
KW - stroke rehabilitation
KW - telerehabilitation
UR - http://www.scopus.com/inward/record.url?scp=79960431221&partnerID=8YFLogxK
U2 - 10.1007/978-3-642-22024-1_14
DO - 10.1007/978-3-642-22024-1_14
M3 - 會議論文篇章
AN - SCOPUS:79960431221
SN - 9783642220234
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 119
EP - 128
BT - Virtual and Mixed Reality - Systems and Applications - International Conference, Virtual and Mixed Reality 2011, Held as Part of HCI International 2011, Proceedings
Y2 - 9 July 2011 through 14 July 2011
ER -