Please use this identifier to cite or link to this item: http://dx.doi.org/10.25673/118991
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dc.contributor.authorDalko, Katharina-
dc.contributor.authorElsuson, Hlynur Andri-
dc.contributor.authorHofstetter, Sebastian-
dc.contributor.authorStoevesandt, Dietrich-
dc.contributor.authorPaulicke, Denny-
dc.contributor.authorHelm, Jürgen-
dc.date.accessioned2025-05-26T06:58:26Z-
dc.date.available2025-05-26T06:58:26Z-
dc.date.issued2025-
dc.identifier.urihttps://opendata.uni-halle.de//handle/1981185920/120947-
dc.identifier.urihttp://dx.doi.org/10.25673/118991-
dc.description.abstractAn essential step to address persistent symptoms of Long/Post COVID patients lies in the implementation of flexible and accessible respiratory rehabilitation programs. Currently, access to rehabilitation is limited by a lack of available services as well as the physical impairments of those affected by the disease. Virtual reality technologies (VR) offer the potential to support traditional therapies with individualized at home programs. Initial findings on respiratory VR rehabilitation show that the usability and practical applicability of digital programs play an important role in the successful implementation. This study therefore evaluates physiotherapy implemented by a VR application as part of a co-creative, iterative development process with the aim of ensuring usability and acceptance by patients and physiotherapists. Further, requirements for the practical implementation of respective programs as well as the specific needs of the user groups were investigated. Physiotherapists and Long/Post COVID patients evaluated a VR prototype at five stages of development. Feedback was gathered via focus groups and expert interviews. Results then contributed to the further development of the application until relevant requirements for the development of a final prototype could be defined. Overall, it was found that the immersive VR-supported training sessions were well received by patients. However, obstacles which primarily relate to a lack of digital literacy and adverse effects were also reported. Accordingly, prerequisites such as training and technical support for the user groups as well as a target group-oriented design of the applications are necessary for VR rehabilitation to be accepted.eng
dc.language.isoeng-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subject.ddc610-
dc.titleExploring requirements for the development and implementation of VR rehabilitation programs for long/post COVID patients : a qualitative mixed-methods studyeng
dc.typeArticle-
local.versionTypepublishedVersion-
local.bibliographicCitation.journaltitleVirtual reality-
local.bibliographicCitation.volume29-
local.bibliographicCitation.pagestart1-
local.bibliographicCitation.pageend17-
local.bibliographicCitation.publishernameSpringer-
local.bibliographicCitation.publisherplaceLondon-
local.bibliographicCitation.doi10.1007/s10055-025-01113-4-
local.openaccesstrue-
dc.identifier.ppn1926591623-
cbs.publication.displayform2025-
local.bibliographicCitation.year2025-
cbs.sru.importDate2025-05-26T06:58:05Z-
local.bibliographicCitationEnthalten in Virtual reality - London : Springer, 1995-
local.accessrights.dnbfree-
Appears in Collections:Open Access Publikationen der MLU

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