From 12 participants enrolled in the study, 4 (33%) people did not start the NeuroVirt exercise program, and 8 (67%) participants started the NeuroVirt exercise program. Reasons to not start the NeuroVirt program were not able to use NeuroVirt (n=1); did not want to take neuroVirt at home (n=2); took NeuroVirt at home, did not want to use it (n=1).
Eight participants were included in the study analysis. Participants mean age was 59. 25 (15.29) years old, 4 (50%) were female, mean time since last stroke was 2.86 (2.91) years, and with a FMA-UE mean score of 73.38 (28.42) (Table 1).
Table 1. Demographics and clinical characteristics of participants (N=8)
Age
Mean (SD), min-max
|
59.25 (15.29), 33-80
|
Ethnicity
White-British, n (%)
White-European, n (%)
|
7 (87.5)
1 (12.5)
|
Sex
Male, n (%)
Female, n (%)
|
4 (50)
4 (50)
|
Time since last stroke in months
Median (IQR), min-max
|
22 (15-68), 6-96
|
Stroke side
Left, n (%)
Right, n (%)
|
5 (62.50)
3 (37.50)
|
Stroke classification
ICH, n (%)
LACS, n (%)
PACS, n (%)
TACS, n (%)
|
4 (50)
1 (12.50)
1 (12.50)
2 (25)
|
Fugl-Meyer UL, mean (SD), min-max
|
73.38 (28.42), 13-108
|
CAHAI-13, mean (SD), min-max
|
36.75 (18.56), 19-78
|
Pain VAS, median (IQR)
|
0 (0-1)
|
Fatigue VAS, median (IQR)
|
2 (0.50-5.75)
|
Self-recorded exercise routine
Yes, n (%)
No, n (%)
|
6 (75)
2 (25)
|
Abbreviations: Intracerebral haemorrhage (ICH); Lacunar syndrome (LACS); Partial anterior circulation syndrome (PACS); Total anterior circulation syndrome (TACS); Upper Limb (UL); Chedoke Arm and Hand Activity Inventory-13 (CAHAI-13);Visual Analogue Scale (VAS).
Technical Feasibility
The results on Wi-Fi stability showed that Wi-Fi disconnection occurred in 3 instances (1.51%) out of 198 sessions. From 1052 data pushes during the study, there was 1 (0.09%) failed push data attempt. The percentage of successful uploads of previously failed-to-push data was 100%, which indicates that there was 0% data loss during the study.
The results on frame rate showed that the NeuroVirt platform had an overall mean of 67.5 (2.27) fps during a session. Table 2 shows the mean frames per second during a session for each game modality.
Finally, two technical bugs in the NeuroVirt games were identified during the trial, one in the Arm Reach games calibration and the other in two final levels of the Hand Extension game.
Table 2. Frame Rate for each game.
Scene
|
Frames per second
Mean (SD)
|
Lobby
|
68.24 (2.6)
|
Grip Strength
|
64.14 (4.1)
|
Hand Extension
|
66.40 (3.4)
|
Wrist
|
68.80 (2.0)
|
Arm Reach games
|
69.90 (2.0)
|
- Performance and Duration of rehabilitation material
Performance: The mean (SD) sessions completed by participants in the 6 weeks period was 24.7 (9.5) sessions (minimum-maximum:10-36 sessions), equivalent to 3.5 (1.3) sessions per week. 188 (94.9%) out of 198 total sessions were completed in different days. The mean (SD) time on task was 20 (9.4) minutes per session (minimum-maximum: 6.6-31.8 minutes). The mean (SD) movements per session was 338.2 (172.7), (minimum-maximum: 133-605 movements). Figure 3 shows the number of movements per session for each participant. Two (25%) participants removed the HMD more than once during half or more of the sessions.
Figure 3. The graph shows the mean number of movements per session for each participant (N=8).
Duration of rehabilitation material: therapists prescribed the Hand Extension, Wrist, Arm Reach Saw and Arm reach Cath game to all 8 (100%) participants. Grip Strength and Arm Reach Buzz was prescribed to 6 (75%) participants. All the levels of the Wrist game were completed by 4 (50%) participants. 0 (0%) participants completed all levels in the Arm reach games, Hand Extension, or Grip game. The levels of the Arm Reach Buzz game were the longest to complete, 166 (164.3) seconds, (minimum-maximum: 15.9-452.6) whilst the levels of the Wrist game were the shortest to complete by the participants, 16.7 (4.7) seconds (minimum-maximum: 9-25.1). Table 3 for further information.
Table 3. Completion of developed rehabilitation material provided in the NeuroVirt system (N=8).
Games
|
Total number of levels
|
Reach level
|
Completed all levels
|
Seconds to complete each level
|
|
|
Mean (SD), min-max
|
Number (%)
|
Mean (SD), min-max
|
Grip Strength
|
69 x 3 difficulty variations
|
7.3 (5.7), 4-19
|
0 (0)
|
32.1 (6.2), 23.6-40.6
|
Hand Extension
|
28 x 3 difficulty variations
|
18.8 (11.3), 2-28
|
0 (0)
|
90.4 (7.9), 73.1-99.1
|
Wrist
|
54
|
30.9 (24.8), 5-54
|
4 (50)
|
16.7 (4.7), 8.9-25.1
|
Arm Reach Buzz
|
Infinitely generating
|
-
|
0 (0)
|
166 .0(164.0), 15.9-452.6
|
Arm Reach Saw
|
Infinitely generating
|
-
|
0 (0)
|
85.3 (27.1), 59.7-136.1
|
Arm Reach Catch
|
Infinitely generating
|
-
|
0 (0)
|
104.2 (42.3), 61-144
|
Safety
No SAE or a treatment-related AE have been reported in this study.
Useability and acceptability
Useability is divided into three themes: 1) On boarding and User support, 2) Instruction Booklet, and 3) Additional support.
Acceptability is divided into two themes: 1) User satisfaction, and 2) Noticeable Physical and Non-physical impact.
Useability
- On boarding and User support
In this theme we identified the types of support provided to the users.
Participants agreed that the face-to-face assessment and training session was useful to help them with setting NeuroVirt up at home. Some participants thought that one session was enough, and they did not ever look at the instruction booklet after the session. Others felt that they needed more training with one participant saying:
“Probably should have done more use in the beginning with a physio” (P.114).
During the interview it was found that not all participants that wore glasses were provided with the glasses´ adaptor, those participants reported that the use of the HMD without the glasses ‘ adaptor was uncomfortable.
Participants described the 15 minutes weekly telephone call as useful and long enough and frequent enough. Having a therapist checking up was also perceived as a motivator factor to complete the exercises.
“Yes, being accountable for stuff is really important for me so I think it has been good in that sense.”(P121)
Participants felt that the information provided in the instruction booklet for the hardware and software setup and NeuroVirt App navigation was adequate. Some participants recommended that NeuroVirt create a section with more specific instructions for the games. The participants were happy with the format as they expressed their preference for printed training material.
“You know, I have an e-book reader, never use it, I prefer my stuff in hard print, but that’s the way my mind is wired”(P123)
While many participants could independently operate the hardware, a few required assistances from their caregiver during the initial hardware setup. In contrast, when it came to the software, all participants indicated their dependence on caregiver support for its setup.
Participants that needed more support from the carer at the beginning, eventually starting to use NeuroVirt more independently. One family member of the participant stated:
“Towards the end you didn’t need me anywhere near really” (P.114 family)
Another family member said:
Come the last probably week, in the last week when you were using it, I would come into a room, she'd already be using it. Whereas before, we will sit down together, yes, we're doing this now” (P.112 family)
Acceptability
Majority of participants reported to feel motivated with the NeuroVirt UL home-program. Some participants described their experience using words such as “really good” (P.112), or “really happy with it” (P.121). Some participants mentioned that a greater variety of games could enhance their motivation during training. Examples of proposed games by P.120 were formula one, football, rugby; P. 121 proposed games similar to the beat sabre game or the pong.
When participants were unable to progress in the game, feelings of frustration were also reported, sometimes followed by expressions of achievement. One participant reported:
“Now in all of those games, you have to complete fairly adequately the previous bits of the game to progress, and it wasn’t progressing beyond the middle of the jazz one and then one day it did. Hoorah, hoorah, and I thought oh thank god for that” (P.123).
The flexibility of the home-based program and portability of the device was perceived as positive because it allowed participants to fit the NeuroVirt training program into their daily routines. One participant said:
“ It fitted into the daily routine, yeah. I didn’t really… Well it just fitted in didn’t it?” (P.114)
Advantages identified in the context of immersing oneself in VR were that you do not realize that you are exercising and that participants felt that VR allowed them to do more movement repetitions than they would do otherwise. A challenge identified was that stroke survivors with severe sensory problems might struggle to discern the position of their arm within the immersive environment. Participants that reported cognitive or visual fatigue using the VR device had overcome this problem by splitting their exercise in two chunks, one participant stated:
“ I tended to do my exercises in two chunks” (P.123).
- Noticeable Physical and Non-physical impact
All participants noticed motor improvements in their affected upper limb after using NeuroVirt for 6 weeks. Six of them, were confident that these enhancements were attributed to NeuroVirt. Many participants reported that their affected arm was getting stronger or more mobile while others also reported functional improvements. One participant stated:
“Yes. I think it is helpful, even when I am turning over in bed or something I think having that bit of extra movement is useful. Sometimes I wake up and I am laying on my arm and I can actually roll over and get my arm out now” (P.121).
Another participant commented:
“Oh. Carrying things is much more easy. I can carry things in my … my arm crooks and things … I can carry over my arm” (P.113)
In addition to motor improvements, two participants reported sleeping better, and one participant also expressed her view about the benefits of NeuroVirt for other stroke survivors,
“I can really see the benefits for others doing it” (P.114)