Figure 7: Testing the game with the therapists.
After installing the final version in the
rehabilitation center, the opinions of the therapist
are:
1. The game is beneficial for getting a better
static balance of the patients.
2. The scenarios of the beach and the jungle
improve the lateral reaches, and the cave
improves the lateral translations.
3. The anterior-posterior stability is trained
with the anterior translation, needed for
moving the avatar.
4. We can incorporate unstable fitness training
devices such as bosus or balls (Figure 8),
for users with a higher level of balance.
5. Is really useful the constant requirement of
cognitive processes, such as attention,
reasoning and spatial perception to achieve
improvements in postural control and
mobility ranges.
6. Finally, the variability of the parameters
will allow them to adapt the game
individually to the needs of the patients.
Figure 8: Testing the game with fitness training devices.
3 CONCLUSIONS
The main objective of this serious game is to
complement the therapies of rehabilitation of
patients of stroke using virtual reality, in such way
that it increases significantly the motivation of these
before the therapies. Due to the great playability of
the scenarios patients perform the exercises in a
repetitive and completely voluntary way. Therapists
find this system flexible enough to be easily adapted
for the training of patients with different sequelae.
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