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Immersive Virtual Reality to Support Hand Exercises for Stroke Rehabilitation: A Design Science Research Approach

Haque, Md. Sanaul; Zhang, Isak; Ferwerda, Bruce; Porras, Jari; Rahman, S. M. Musfequr; Rahman, A. M. Meshkatur; Rayhan, Sheikh Rupu; Ahmed, Akib; Sousa, Micael (2025-07-17)

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haque_et_al_immersive_virtual_reality_aam.pdf (1.561Mb)
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Sisältö avataan julkiseksi
: 18.07.2026

Post-print / Final draft

Haque, Md. Sanaul
Zhang, Isak
Ferwerda, Bruce
Porras, Jari
Rahman, S. M. Musfequr
Rahman, A. M. Meshkatur
Rayhan, Sheikh Rupu
Ahmed, Akib
Sousa, Micael
17.07.2025

2542

3-17

Springer, Cham

Communications in Computer and Information Science

School of Engineering Science

Kaikki oikeudet pidätetään.
© 2026 The Author(s), under exclusive license to Springer Nature Switzerland AG
https://doi.org/10.1007/978-3-031-97177-8_1
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi-fe2025080681242

Tiivistelmä

A variety of therapies are used in stroke rehabilitation to help patients regain abilities that they may have lost following a stroke. Virtual hand exercises present a low-cost approach to enabling stroke patients to embark on immersive journeys to do hand movement via immersive virtual reality (IVR). With technological advancements, ongoing evaluation and integration of the latest IVR innovations will be crucial to maximizing their potential in enhancing the quality of life for individuals with mobility disorders and stroke survivors. A total of 68 participants took part in our study, followed by a design thinking process. Using Unity software, we developed a VR gamified system that allows users to enter a museum and feel, enjoy, track, and explore a VR-based painting (Mona Lisa Frame and The Art Basel Banana) as game elements. These lead to moving or holding the VR-based painting as a hand exercise. We tested the VR gamified system on relevant stakeholders (patients and their relatives and physiotherapists), where they filled out a qualitative survey and a quantitative SUS (System Usability Scale) questionnaire. The result of the study showed that the usability effect of the game elements was positive in the context of user satisfaction in supporting virtual hand exercises.

Lähdeviite

Haque, M.S. et al. (2026). Immersive Virtual Reality to Support Hand Exercises for Stroke Rehabilitation: A Design Science Research Approach. In: Wiafe, I., Babiker, A., Ham, J., Oyibo, K., Vlahu-Gjorgievska, E. (eds) Persuasive Technology. PERSUASIVE 2025 Satellite Events. PERSUASIVE 2025. Communications in Computer and Information Science, vol 2542. Springer, Cham. https://doi.org/10.1007/978-3-031-97177-8_1

Alkuperäinen verkko-osoite

https://link.springer.com/chapter/10.1007/978-3-031-97177-8_1
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