Introduction: The level of assessment and intervention received by patients prior to discharge varies widely across stroke services\ud
in the United Kingdom. This study aimed to explore the potential value of virtual reality in preparing patients for discharge\ud
following stroke.\ud
Method: Semi-structured interviews were carried out with 13 occupational therapists, eight patients with a stroke and four\ud
community stroke survivors. Views were sought of the perceived acceptability, potential utility and limitations of a ‘virtual\ud
home’ environment for use in pre-discharge education and assessment. Data were analysed thematically.\ud
Findings: Interviewees found the virtual home to be an acceptable and visual means of facilitating discussions about discharge. It\ud
was perceived as valuable in assessing patient insight into safety risks and exploring the implications of installing assistive\ud
equipment at home. Limitations were identified relating to specific software issues and the use of virtual reality with patients with\ud
cognitive or perceptual impairments.\ud
Conclusion: The results demonstrate the potential utility of the virtual home within stroke rehabilitation. Patients and therapists\ud
engaged with the virtual home and, moreover, made practical suggestions for future development. Feasibility and pilot testing in a\ud
clinical setting is required to compare the use of the virtual home with traditional approaches of pre-discharge assessment
Introduction: Virtual reality has the potential to assist occupational therapists in preparing patients for discharge by facilitating discussions and providing education about relevant practical issues and safety concerns. This study aimed to explore the feasibility of using a virtual reality intervention to support patient discharge after stroke and pilot its use. Method: Practical aspects of delivering a virtual reality intervention prior to discharge were explored by means of a non-randomised feasibility study and a subsequent pilot randomised controlled trial. Factors considered included eligibility, recruitment, intervention delivery, attrition, and suitability of outcome measures. Outcome measures included standardised assessments of stroke severity, mobility, health-related quality of life, functional ability, satisfaction with services, and concerns about falling. Results: Thirty-three participants were recruited in total: 17 to the feasibility study and 16 to the pilot trial. At one-month follow-up, 14 participants (82%) were reassessed in the feasibility and 12 (75%) in the pilot. The main difficulties encountered related to recruitment, particularly regarding post-stroke cognitive impairments, the presence of mild deficits, or illness. Conclusion: It was feasible to recruit and retain participants, deliver the intervention and collect outcome measures, despite slow recruitment rates. These findings could inform the design of a definitive trial.
Purpose – The purpose of this paper is to describe the evaluation of an educational occupational therapy\ud
home visit simulation newly built in Unity, compared with a previously created simulation based in the Open\ud
Sim platform. The evaluation is based on students’ preferences.\ud
Design/methodology/approach – A simulation was built in Unity in which the academic content was\ud
identical to the previous Open Sim-based simulation. Student groups used the simulations then completed a\ud
questionnaire. Numerical data and descriptive comments were analysed.\ud
Findings – Students preferred the simulation built in Unity to the Open Sim simulation. Improvements with the\ud
Unity simulation include; reduced time to gain competence to use, ease of use and fewer negative physiological\ud
experiences. The small percentage of students experiencing motion sickness is an ongoing concern and\ud
warrants further investigation. The Unity simulation may also be useful as an academic assessment tool.\ud
Research limitations/implications – Findings are limited by short time usage of the simulations in 3D\ud
virtual worlds with confined spaces and no requirement for in-world group interaction, and by some\ud
methodological limitations including the research being based within a single higher education institution, and\ud
with a profession-specific group of students.\ud
Originality/value – This paper highlights student preference for using a purpose built simulation created\ud
with Unity over a simulation built in Open Sim, showing where best to spend future development time and\ud
funding. Similar comparison research is scarce.\ud
Keywords Stroke, Second Life, Higher education, Occupational therapy, Academic assessment, Unity\ud
Paper type Research pape
When did you last undertake a Continuing Professional Development (CPD) activity that made you laugh until you nearly cried, made you realise you had muscles in places you had forgotten existed, and, most importantly, challenged you to reflect on the very essence of therapy and rehabilitation? If you have not had such experiences for some time, it might be worth contacting your local wheelchair basketball team and booking into a training session.
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