Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/46434
Title: AdaptRehab VR: Development of an Immersive Virtual Reality System for Upper Limb Stroke Rehabilitation Designed for Low- and Middle-Income Countries Using a Participatory Co-Creation Approach
Authors: KENEA, Chala Diriba 
Lamba, Dheeraj
ABESSA, Teklu Gemechu 
BONNECHERE, Bruno 
Issue Date: 2025
Publisher: MDPI
Source: Bioengineering, 12 (6) (Art N° 581)
Abstract: Stroke remains a significant global health challenge, particularly in low- and middle-income Countries (LMICs), where two-thirds of stroke-related deaths occur, and disability-adjusted life years are seven times higher compared to high-income Countries (HICs). The majority of stroke survivors suffer from upper limb impairment, severely limiting their daily activities and significantly diminishing their overall quality of life. Rehabilitation plays a critical role in restoring function and independence, but it faces challenges such as low engagement, limited customization, difficulty tracking progress, and accessibility barriers, particularly in LMICs. Immersive virtual reality (imVR) has shown promise in addressing these challenges, but most commercial imVR systems lack therapeutic design and cultural adaptation. This study aimed to develop culturally adaptable imVR games for upper limb stroke rehabilitation (ULSR) in the context of LMICs, with a particular focus on Ethiopia. The AdaptRehab VR system was developed including six imVR games (Basket Bloom, Strike Zone, TapQuest, FruitFall Frenzy, Precision Pitch, and Bean Picker Pro) through co-creation approaches involving Ethiopian and Belgian physiotherapists, stakeholders, and patients, incorporating game development mechanics in rehabilitation, such as therapeutic aims, cultural factors, feedback, automatic progression recording, task variety, and personalized rehabilitation. It was designed with the Unity 3D engine and Oculus Quest headsets, supporting controllers and hand tracking. This culturally tailored imVR platform has demonstrated significant potential to enhance ULSR accessibility, patient motivation, and outcomes in resource-constrained settings, addressing critical gaps in stroke rehabilitation solutions. In conclusion, the AdaptRehab VR system was successfully developed as a culturally contextualized imVR platform tailored to tackle ULSR challenges in LMICs, with a specific focus on Ethiopia.
Notes: Kenea, CD (corresponding author), Jimma Univ, Jimma Inst Technol, Fac Comp & Informat, Dept Informat Sci, POB 378, Jimma, Oromia, Ethiopia.; Kenea, CD (corresponding author), Hasselt Univ, Fac Rehabil Sci, REVAL Rehabil Res Ctr, B-3590 Diepenbeek, Belgium.
chala.diriba@ju.edu.et; teklu.gemechu@ju.edu.et;
dheeraj.ramesh@ju.edu.et; bruno.bonnechere@uhasselt.be
Keywords: immersive virtual reality;system development;rehabilitation technology;user-centered design;creative thinking;rehabilitation;stroke;low- and middle-income countries
Document URI: http://hdl.handle.net/1942/46434
e-ISSN: 2306-5354
DOI: 10.3390/bioengineering12060581
ISI #: 001516261800001
Rights: 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/ licenses/by/4.0/)
Category: A1
Type: Journal Contribution
Appears in Collections:Research publications

Files in This Item:
File Description SizeFormat 
AdaptRehab VR_ Development of an Immersive Virtual Reality System for Upper Limb Stroke .pdfPublished version1.68 MBAdobe PDFView/Open
Show full item record

Google ScholarTM

Check

Altmetric


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.