Originally written by Bella Lockwood and published in UNO Magazine.
The University of Nebraska at Omaha (UNO) is at the forefront of revolutionizing stroke rehabilitation through innovative Virtual Reality (VR) technology. Collaborating between the College of Information Science & Technology and the College of Education, Health, and Human Science’s Department of Biomechanics, researchers aim to enhance therapy outcomes and accessibility for stroke patients.
Every year, more than 795,000 individuals in the United States experience a stroke, which contributes significantly to long-term disability, according to the Center for Disease Control. Many stroke survivors face compromised mobility, cognitive deficits and emotional distress, all of which present multifaceted challenges to rehabilitation.
Traditional methods often lack motivation and personalized treatment plans, leading to low adherence rates among patients. Addressing these challenges demands a comprehensive approach integrating cutting-edge technologies and interdisciplinary collaboration to optimize outcomes and enhance the quality of life for survivors.
GAMIFYING REHABILITATION WITH VR
Brian Knarr, Ph.D., an associate professor of biomechanics at UNO, noticed that patients often grew disengaged and bored with their rehabilitation routines.
Around this time, VR was gaining popularity and becoming more accessible and user-friendly. This led him to envision a novel approach: gamifying rehabilitation using VR technology.
Despite his expertise in upper limb rehabilitation, Knarr lacked knowledge of game design and coding.
To bridge the gap, he collaborated with Brian Ricks, Ph.D., associate professor of computer science at UNO, who had expertise in this area. Together, with assistance from undergraduate students, they developed a series of VR games specifically designed to aid in the rehabilitation process of stroke survivors.
“Our evidence suggests that VR therapy provides equivalent therapeutic effects to traditional rehab. We’ve been deliberate in validating the underlying mechanisms of rehabilitation supported by VR to ensure its efficacy,” said Knarr.
Ricks emphasized the importance of flexibility in their approach, noting that it was crucial to customize games for individual patients’ needs.
“It became evident that the key challenge wasn’t just creating the correct game but ensuring its flexibility. What sets our approach apart is the clinician’s ability to customize the game for each patient, adjusting directly on the screen,” he said. “With each iteration, we discover the need for increased flexibility to better meet patient needs.”
IMPACT AND FUTURE DIRECTIONS
The collaboration with UNO researchers and QLI, a premier rehabilitation center in Omaha, is transforming the landscape of stroke and neurological disorder rehabilitation through the integration of VR games.
Olivia Ollis, an Occupational Therapist at QLI, highlights the impact of VR technology on rehabilitation and its ability to enhance patient engagement and facilitate progress tracking.
“Using virtual reality activities noticeably increases engagement,” Ollis said. “Patients are tracking progress week by week, noting improvements, adjusting the game to target different skills and integrating therapeutic elements seamlessly.”
This partnership has led to groundbreaking advancements in stroke rehabilitation, with a focus on formalizing VR game prescriptions, enabling remote therapy sessions and tailoring game experiences to individual patient needs, particularly in rural areas.
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