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Record W4416417049 · doi:10.1093/ptj/pzaf137

Feasibility and Usability of an Omnidirectional Treadmill–Based Virtual Reality Rehabilitation Game: A Mixed–Methods Feasibility Study

2025· article· en· W4416417049 on OpenAlexafffundabout
Adria Quigley, Youn Seon Choi, Mayra Barrera Machuca, Courtney L. Pollock, Anouk Lamontagne, Heather F. Neyedli, Alison McDonald, Tsz Hei Yip, Gregory Jones, Janice J. Eng

Bibliographic record

VenuePhysical Therapy · 2025
Typearticle
Languageen
FieldMedicine
TopicStroke Rehabilitation and Recovery
Canadian institutionsUniversity of British ColumbiaMcGill UniversityNova Scotia Research and Innovation TrustNova Scotia Health AuthorityDalhousie University
FundersHealth CanadaAzrieli FoundationDalhousie UniversityFondation Brain CanadaCanadian Bee Research FundGovernment of Canada
KeywordsUsabilityVirtual realityOmnidirectional antennaRehabilitationDuration (music)Video game

Abstract

fetched live from OpenAlex

IMPORTANCE: Virtual reality (VR) has been introduced to stroke rehabilitation along with omnidirectional (360°) treadmills to promote improvements in walking and balance. OBJECTIVE: The primary objective was to develop a rehabilitation omni-VR game and estimate the feasibility and usability of the game according to individuals with chronic stroke and physical therapists. The secondary objective was to generate preliminary walking characteristics and postural sway data among survivors of stroke. DESIGN: This was a mixed-methods feasibility study. SETTING: This study took place at a stroke research lab in Halifax, Canada. PARTICIPANTS: The participants were individuals with chronic stroke and stroke rehabilitation physical therapists. EXPOSURE: The research team developed a VR game involving 8 walking and balance tasks on an omnidirectional treadmill. Physical therapists and survivors of stroke tested the game in a single session and participated in a semi structured interview. MAIN OUTCOMES AND MEASURES: Main outcomes and measures were recruitment rate, user experiences, participant burden, technical issues, safety, and exercise dose. Descriptive statistics were calculated for feasibility outcomes and interview data were analyzed using reflexive thematic analysis. RESULTS: Eight survivors of stroke (4 female, 4 male) and 4 female physical therapists participated in the study. Feasibility and usability targets were met, except for user experience scores and technical issues. For survivors of stroke, the mean steps taken during the VR game was 693.0 (standard deviation, SD = 223.6), they reached 66.4% SD = 10.7 of predicted maximum heart rate, and the mean game testing time was 25.5 minutes SD = 13.5. Five qualitative themes emerged: benefits of the omni-VR system, difficulties & challenges with omni-VR, suggestions for improvements, application to rehabilitation, and safety of the system. CONCLUSIONS: There is preliminary evidence for the feasibility of omni-VR for stroke rehabilitation. RELEVANCE: The VR game appears to be of adequate intensity, provides a larger number of repetitions, and is of comparable duration to traditional rehabilitation sessions.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.002
metaresearch head score (Gemma)0.003
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.189
Threshold uncertainty score0.889

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0020.003
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0010.000
Bibliometrics0.0000.001
Science and technology studies0.0000.001
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.054
GPT teacher head0.434
Teacher spread0.380 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations1
Published2025
Admission routes3
Has abstractyes

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