Self-Directed Upper Extremity Gaming in Inpatients With Stroke: A Feasibility Study
Milap Sandhu
Summary
STRIVE uses a camera mounted on the in-room TV and a connected laptop to track arm and hand movements during gameplay via markerless motion capture. No controllers or wearable sensors are required, and patients initiate a session with a single button on the TV remote. Games target clinically relevant movements such as reaching and grasping, with difficulty adapting to the user.
Description
This is a prospective, single-arm feasibility study using a four-phase co-design protocol adapted from Clanchy et al. Phase 1 (n=20): inpatient stroke survivors complete one supervised session; think-aloud methods capture usability barriers. Phase 2: a multidisciplinary translation team rates issues on clinical significance and technical feasibility. Phase 3: prioritized issues are translated into design changes, producing STRIVEv2, with each change traceable to a user-identified barrier. Phase 4 (n=20): a separate group uses STRIVEv2 over three or more consecutive daily sessions under natural…
Eligibility
- Age range
- 18+ years
- Sex
- All
- Healthy volunteers
- No
Inclusion Criteria: * admitted for IP stroke rehabilitation ARAT \>5 and \<40 at enrollment * sufficient cognition and vision to follow simple instructions * medically stable for independent seated or supine UE activity Exclusion Criteria: * severe neglect that prevents task engagement * significant aphasia that prevents understanding of instructions * medical contraindications to unsupervised UE activity as determined by the treating team
Interventions
- OtherSelf-Directed Therapeutic Rehab using In-room Virtual Entertainment (STRIVE)
In-room upper extremity gaming system using markerless motion tracking
Location
- Shirley Ryan AbilityLabChicago, Illinois