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<pubDate xmlns="http://apache.org/cocoon/i18n/2.1">Mon, 13 Apr 2026 22:57:47 GMT</pubDate>
<dc:date>2026-04-13T22:57:47Z</dc:date>
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<title>Assessing the Impact of Enriched Virtual Reality on Motivation and Engagement in Stroke Rehabilitation</title>
<link>http://hdl.handle.net/10985/25750</link>
<description>Assessing the Impact of Enriched Virtual Reality on Motivation and Engagement in Stroke Rehabilitation
ZUKI, Fatin Shamimi Mohd; SULAIMAN, Suziah; MERIENNE, Frederic; RICCA, Aylen; GUILLET, Christophe; SAAD, Mohamad Naufal Mohamad
Virtual reality is highly recommended for stroke rehabilitation as it was found to aid in recovery and can motivate users. While there are various virtual reality rehabilitation studies, the impact of virtual environments on rehabilitation has been less studied. This study investigates the added value of an enriched virtual environment on motivation and engagement in stroke rehabilitation. We conducted a validity study on healthy participants (N=25) in two environments: enriched virtual reality and non-enriched virtual reality. Our hypotheses are: 1) An enriched virtual environment with multisensory feedback, gamification, and adaptive function adds value to user motivation and engagement by increasing interest/enjoyment, perceived choice, value/usefulness, and relatedness of the application. 2) Motivated and engaged users spend more time or score more points in the application. The key findings of this study are that intrinsic motivation is higher in the enriched virtual environment (EVE) compared to the non-enriched virtual environment (NEVE). There are significant differences in motivation between these two environments. Furthermore, results show that more participants are engaged in the enriched virtual environment, spending more time, and scoring higher (Spearman’s ρ=0.809 ).
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<pubDate>Mon, 16 Sep 2024 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/25750</guid>
<dc:date>2024-09-16T00:00:00Z</dc:date>
<dc:creator>ZUKI, Fatin Shamimi Mohd</dc:creator>
<dc:creator>SULAIMAN, Suziah</dc:creator>
<dc:creator>MERIENNE, Frederic</dc:creator>
<dc:creator>RICCA, Aylen</dc:creator>
<dc:creator>GUILLET, Christophe</dc:creator>
<dc:creator>SAAD, Mohamad Naufal Mohamad</dc:creator>
<dc:description>Virtual reality is highly recommended for stroke rehabilitation as it was found to aid in recovery and can motivate users. While there are various virtual reality rehabilitation studies, the impact of virtual environments on rehabilitation has been less studied. This study investigates the added value of an enriched virtual environment on motivation and engagement in stroke rehabilitation. We conducted a validity study on healthy participants (N=25) in two environments: enriched virtual reality and non-enriched virtual reality. Our hypotheses are: 1) An enriched virtual environment with multisensory feedback, gamification, and adaptive function adds value to user motivation and engagement by increasing interest/enjoyment, perceived choice, value/usefulness, and relatedness of the application. 2) Motivated and engaged users spend more time or score more points in the application. The key findings of this study are that intrinsic motivation is higher in the enriched virtual environment (EVE) compared to the non-enriched virtual environment (NEVE). There are significant differences in motivation between these two environments. Furthermore, results show that more participants are engaged in the enriched virtual environment, spending more time, and scoring higher (Spearman’s ρ=0.809 ).</dc:description>
</item>
<item>
<title>Gamification, sensory feedback, adaptive function on virtual reality rehabilitation: a brief review</title>
<link>http://hdl.handle.net/10985/23387</link>
<description>Gamification, sensory feedback, adaptive function on virtual reality rehabilitation: a brief review
ZUKI, Fatin Shamimi Mohd; MERIENNE, Frédéric; SULAIMAN, Suziah; RICCA, Aylen; AWANG RAMBLI, Dayang Rohaya; SAAD, Mohamad Naufal Mohamad
Feedback is often linked to rewards element in gamification to motivate users. However, there are more to feedbacks than rewards elements. Feedback can provide user with useful information and at the same time feedback from user are useful for an adaptive system. There has been lack of empirical basis for feedback design to maintain motivation in virtual reality environment especially for the less cognitively abled population such as stroke patients. This paper presents a review study on gamification, sensory feedback, and adaptive function with regards to the use of virtual reality in stroke rehabilitation. A further analysis was conducted on those work that involves gamification and virtual reality design principles. One major finding is the dominant use of visual feedback in the design as compared to auditory and haptics despite their potentials to encourage motivation and engagement. The literature findings will be used to inform future empirical research on virtual reality design for stroke rehabilitation. The idea is to investigate the effect of sensory feedback and the added value on motivation and engagement. Some plans on how to conduct such a study will be illustrated.
</description>
<pubDate>Thu, 01 Dec 2022 00:00:00 GMT</pubDate>
<guid isPermaLink="false">http://hdl.handle.net/10985/23387</guid>
<dc:date>2022-12-01T00:00:00Z</dc:date>
<dc:creator>ZUKI, Fatin Shamimi Mohd</dc:creator>
<dc:creator>MERIENNE, Frédéric</dc:creator>
<dc:creator>SULAIMAN, Suziah</dc:creator>
<dc:creator>RICCA, Aylen</dc:creator>
<dc:creator>AWANG RAMBLI, Dayang Rohaya</dc:creator>
<dc:creator>SAAD, Mohamad Naufal Mohamad</dc:creator>
<dc:description>Feedback is often linked to rewards element in gamification to motivate users. However, there are more to feedbacks than rewards elements. Feedback can provide user with useful information and at the same time feedback from user are useful for an adaptive system. There has been lack of empirical basis for feedback design to maintain motivation in virtual reality environment especially for the less cognitively abled population such as stroke patients. This paper presents a review study on gamification, sensory feedback, and adaptive function with regards to the use of virtual reality in stroke rehabilitation. A further analysis was conducted on those work that involves gamification and virtual reality design principles. One major finding is the dominant use of visual feedback in the design as compared to auditory and haptics despite their potentials to encourage motivation and engagement. The literature findings will be used to inform future empirical research on virtual reality design for stroke rehabilitation. The idea is to investigate the effect of sensory feedback and the added value on motivation and engagement. Some plans on how to conduct such a study will be illustrated.</dc:description>
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