2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) | 2019

Encouraging Rehabilitation Trials: The Potential of 360° Immersive Instruction Videos

 
 

Abstract


Despite the rapid growth of the VR/AR/ XR applications in the health-care sector, enhancing health and well-being with innovative technologies often is a challenge. Part of the challenge is the limited knowledge transfer between the healthcare, technology, the patients demands, and how these demands could be appropriately met. The current study addressed this challenge when exploring the potential of 360° immersive instruction videos in encouraging rehabilitation trials. A professional VR/ video maker studio created the video for the purpose of the current research. A rehabilitation therapist was recorded while performing rehabilitation exercise as it is done in the real life practice. Patients currently in various rehabilitation trials (motor vs. cardiovascular) were exposed to the 360° immersive instruction video. Their experience was compared with the control group, i.e. healthy people. The VR experience and the rehabilitation exercise experience were evaluated as measures of the Virtual Reality Rehabilitation (VRR) impact. Results showed that 360° immersive videos engaged patients well, irrespective of the rehabilitation trial they are currently in. Regression modelling further demonstrated that the more people liked the VR experience, the more they enjoyed the rehabilitation activity. The more the rehabilitation activity was enjoyed, the more people were satisfied with the VRR. Current outcomes are discussed in the framework of a model of VRR impact, which is a solid base for long-term exercise adherence. The model could be implemented to successfully develop immersive instructional videos as efficient tools in the course of physical rehabilitation trials, and thus, to enhance health and well-being.

Volume None
Pages 1443-1447
DOI 10.1109/VR.2019.8797805
Language English
Journal 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)

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