Authors:
Carolina Silva
1
;
Claudia Quaresma
2
;
Raquel Silva
3
;
4
;
Sara Carvalho
3
;
5
;
Rute Costa
3
;
Miguel Fernández
6
;
Miguel Fonseca
7
;
Andreia Pinto de Sousa
6
;
Ana Londral
4
;
8
and
Micaela Fonseca
7
Affiliations:
1
Department of Physics, NOVA School of Science and Technology, NOVA University Lisbon, 2829-516 Caparica, Portugal
;
2
LIBPhys, NOVA School of Science and Technology, NOVA University Lisbon, 2829-516 Caparica, Portugal
;
3
NOVA CLUNL – Nova University Lisbon, Colégio Almada Negreiros, 1099-032 Lisboa, Portugal
;
4
Value for Health CoLAB, Nova Medical School, 1150-190 Lisboa, Portugal
;
5
CLLC – Languages, Literatures and Cultures Research Centre, University of Aveiro, 3810-193 Aveiro, Portugal
;
6
Lusofona University, HEI-Lab, Campo Grande, 376, 1749-024 Lisboa, Portugal
;
7
Center for Mathematics and Applications (NOVA Math) and Department of Mathematics, NOVA School of Science and Technology, NOVA University Lisbon, 2829-516 Caparica, Portugal
;
8
CHRC – Comprehensive Health Research Center, NOVA Medical School, NOVA University Lisbon, 1150-082 Lisboa, Portugal
Keyword(s):
Virtual Reality (VR), COVID-19, Motor Rehabilitation, Multidisciplinary, Virtual Reality Activity, Serious Games, Game Design, Health Communication.
Abstract:
Background: This work presents Com@Rehab, a patient-centred activity for individuals needing a physical rehabilitation approach and with specific loss of functionality, designed for the context of severe post-covid19 complications. Within this scope, this paper focuses on the description of the activity in virtual reality (VR), its components, the game design approach, and the results of an initial prototype testing in the laboratory aimed at evaluating the experience of the Com@Rehab system. Methods: The VR activity was customised according to patients’ clinical needs while replicating an activity of daily living. A prototype was tested by a group of 33 healthy individuals for a showering activity scenario. A questionnaire was developed within the scope of this project to test the efficiency of the technology that supports the VR activity, as well as to evaluate health literacy components. Results: Preliminary results showed that 94% of the participants recommended the experience, t
he performance of the various components of the system was successfully implemented, participants quickly adhered to the VR technology, and the user interface (UI) assistant functionality needs to be improved. Conclusion: The prototype test shows potential effectiveness in enhancing the rehabilitation experience and favourable usability, offering a promising path for advancing rehabilitative care. Further research is needed for validation in clinical settings. In addition, the Com@Rehab Communication Module improves human-human and human-machine communication while contributing to health literacy.
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