Fighting Kinesiophobia with Virtual Reality
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Today, the healthcare system is always on the lookout for new technologies to advance research. Virtual reality combines simulation, learning and immersion of the user, while offering a strong interactivity close to reality.
When using virtual reality in your rehabilitation sessions, the patient lives an immersive experience : it increases his motivation, his concentration and his efficiency. As a real complementary tool to conventional rehabilitation, it is totally possible to integrate it into your sessions, but how? To treat which pathologies? At what pace? Discover how to use virtual reality in your rehabilitation sessions.
First of all, it is important to know that a first session with the use of virtual reality serves as an evaluation for the health professional, in order to be able to estimate the functional capacities of his patient.
We recommend virtual reality in rehabilitation for several pathologies, such as neurology (stroke, head trauma, MS ...), orthopedics / traumatology(post-operation, injury, fracture ...) and geriatrics (balance disorders, stimulation and maintenance of abilities ...).
Let's take the case of a patient with hemiparesis, suffering from motor disorders of an upper limb and balance disorders. The health professional selects a virtual reality exercise that allows the patient to work on his global balance, he chooses the " Foot" universe of H'ability. The patient will work on his support, his amplitude and his stability, with the objective of stopping the soccer ball in time, like a goalkeeper.
At the beginning of the first exercise of the session, the health professional enters the observation phase : how does the patient react? How does he/she work his/her amplitudes during the exercise? What pain did he feel during the session?
Thanks to this first use, he will be able to determine which parameters, options and levels of difficulty to set up for his patient: modification of the speed of the ball, realization of the exercise only with the use of the right hand, appearance of the ball only on the left zone, different placement of the patient (in squats position, lunges...) In this way, the exercise can be carried out in a modular and adaptable way, while identifying what needs to be reworked for the next sessions. To help with the configuration, information sheets are available for each exercise, explaining the modifications according to the chosen parameters.
A virtual reality rehabilitation session lasts an average of 15 to 30 minutes and is composed of 2 to 6 different exercises, depending on the intensity set and the patient's fatigability.
At H'ability, we put the well-being and motivation of the patient at the heart of our universe. Equipped with a library of varied games, we offer exercises that correspond to the needs and objectives of your patients: upper limb extensions, prehension, balance, visual exploration, pronosupination...
Virtual reality sessions can be carried out wherever you wish: in the office, on technical platforms, but also in the room in order to start the rehabilitation as soon as possible, in case the patient is isolated or bedridden. It is not the patient who comes to virtual reality, but the other way around.
The health professional can accompany the patient and guide him/her with the visual feedback from the helmet. He can also leave the patient in autonomy if the safety measures are respected and if the instructions of the exercises are understood.
Ultra-compact solution, the helmet is stored in its carrying case, making it practical and transportable everywhere. It can be brought by therapists during in-home sessions with patients.
Virtual reality exercises are safe and accessible to a large number of patients. It also helps fight kinesiophobia and improve physiotherapy. It reinforces and completes conventional rehabilitation, while expanding the field of possibilities!
You want to know other benefits of virtual reality in the medical sector with H'ability and why use it? We invite you to read these other articles: the benefits of hand-tracking in virtual reality, functional rehabilitation with virtual reality, reducing pain with virtual reality.
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