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. Author manuscript; available in PMC: 2019 Oct 29.
Published in final edited form as: J Enabling Technol. 2019 Jun 17;13(2):92–100. doi: 10.1108/JET-10-2018-0050

Table I.

Summary of cases including type of VR/AVG types of end users and outcomes

Case Target population Treatment
setting
Type of VR/AVG End users involved Outcomes
1 Individuals with stroke Inpatient stroke rehabilitation Gesturetek IREX PT, OT Improved self-reported knowledge and attitudes
No change in intention to use VR
No change in VR use
2 Pro-bono clinic clients (uninsured/underinsured) Pro-bono student-run outpatient clinic Rapael SmartGlove OT students Successful training
Student reported high levels of competence
Target population reported good usability of system
3 Adolescents and adults with hemiparesis Home-based rehabilitation Adapted PlayStation2 controllers interfaced with existing games on social media platform PT, OT, participants with hemiparesis Perceived therapeutic benefit by target population
Additional training necessary
Awareness of communication preferences of end users during implementation
4 Individuals with stroke, brain injury, amputations, older adults at risk for falls Outpatient clinic, hospital, home Commercially available games, customized software paired with Microsoft Kinect® PT, OT, individuals with disabilities (target population) Support for use in the clinical setting
Training workshops well-received by therapists and other end users