Using technology in Rehabilitation Flashcards
Discuss the pros (facilitators) and cons (barriers) to using technology (applications, immersive VR, Non-immersive VR) in rehabilitation
Pros:
- Motivation and Engagement
- Customisable and personalised therapy
- Remote access and tele rehabilitation
- Feedback and data tracking
- Cognitive benefits
Cons:
- Cost and accessibility
- Technology literacy and user comfort
- Fatigue and exacerbation of symptoms
- Safety concerns
- Cognitive load
Outline the types of patients that maybe/may not be suitable for these types of technologies
Suitable Patients:
1. Mild to Moderate Stroke Patients:
- Patients who have retained some motor function and can engage cognitively are suitable for non-immersive VR and applications. They can benefit from motor learning, feedback, and task-oriented activities.
2. Early to Mid-Stage Parkinson’s Patients:
- Patients with mild to moderate motor and cognitive symptoms can use non-immersive VR and mobile applications effectively for balance training, coordination, and cognitive stimulation.
3. MS Patients in Remission or with Mild Disability:
- Patients who are experiencing a period of remission or have minimal mobility restrictions can benefit from tailored VR programs and applications that are adjustable to energy levels and daily variations in symptoms.
Potentially Unsuitable Patients:
1. Severe Stroke Patients with Significant Cognitive or Motor Impairments:
- Patients with major impairments may not be able to operate technology without substantial assistance. Simple, low-tech rehabilitation might be more appropriate initially.
2. Late-Stage Parkinson’s Patients:
- Those with advanced motor dysfunctions or significant tremors may find it hard to interact with VR systems, especially those requiring fine motor control. Non-tech-assisted exercises or simpler interfaces may be better suited.
3. MS Patients with Severe Fatigue or Cognitive Decline:
- Patients with significant cognitive impairments or those experiencing severe fatigue may struggle to sustain participation in VR programs without excessive energy expenditure or mental strain.