<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>0123-7799</journal-id>
<journal-title><![CDATA[TecnoLógicas]]></journal-title>
<abbrev-journal-title><![CDATA[TecnoL.]]></abbrev-journal-title>
<issn>0123-7799</issn>
<publisher>
<publisher-name><![CDATA[Instituto Tecnológico Metropolitano - ITM]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0123-77992024000300207</article-id>
<article-id pub-id-type="doi">10.22430/22565337.3180</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke Rehabilitation]]></article-title>
<article-title xml:lang="es"><![CDATA[Percepciones clínicas y análisis de factibilidad de un juego de realidad virtual para la rehabilitación Post-ACV]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Villada Castillo]]></surname>
<given-names><![CDATA[Julián Felipe]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
<xref ref-type="aff" rid="Aaf"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[López]]></surname>
<given-names><![CDATA[José Fernando]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Muñoz]]></surname>
<given-names><![CDATA[John Edison]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Henao Gallo]]></surname>
<given-names><![CDATA[Oscar]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Tecnológica de Pereira  ]]></institution>
<addr-line><![CDATA[Pereira ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Tecnológica de Pereira  ]]></institution>
<addr-line><![CDATA[Pereira ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,University of Waterloo  ]]></institution>
<addr-line><![CDATA[Ontario ]]></addr-line>
<country>Canada</country>
</aff>
<aff id="Af4">
<institution><![CDATA[,Universidad Tecnológica de Pereira  ]]></institution>
<addr-line><![CDATA[Pereira ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>12</month>
<year>2024</year>
</pub-date>
<volume>27</volume>
<numero>61</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0123-77992024000300207&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0123-77992024000300207&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0123-77992024000300207&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract The increasing prevalence of strokes has led to the search for innovative rehabilitation methods. Immersive virtual reality (VR), especially personalized games, offers an interactive and motivating approach to therapy adherence. The perception and acceptance of physiotherapists are crucial to its implementation and require further investigation. The objective of this research was to evaluate the attitudes and perceptions of physiotherapists regarding the feasibility and effectiveness of a personalized VR game called Motion Health VR for post-stroke rehabilitation. The methodology employed consisted of using three strategies to collect subjective data. First, a multiple-choice questionnaire was administered to 73 physicians and physiatrists during the ISPRM 2023 Conference (International Society of Physical and Rehabilitation Medicine) to collect quantitative data on the utility and feasibility of Motion Health VR. Subsequently, a focus group was conducted with four physiotherapists to obtain qualitative information on the usability, accessibility, and cost-effectiveness of the game. Finally, a feasibility and cost-effectiveness analysis were performed to evaluate the possible long-term benefits and financial implications of implementing Motion Health VR in Colombia. The results obtained were a broad acceptance of VR as a complementary tool in post-stroke rehabilitation and the recognition of personalized games as motivators for patient participation. Physiotherapists highlighted the playability and immersion of the game, although they noted limitations related to costs and spasticity of the patient. The analysis indicated that initial costs, while significant, could be justified by long-term savings and improved patient outcomes. Finally, it is concluded that Motion Health VR demonstrated significant potential to complement post-stroke rehabilitation, receiving positive feedback from physiotherapists. Key challenges include improving access, reducing costs, and providing VR training to optimize rehabilitation outcomes.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen La creciente prevalencia de accidentes cerebrovasculares (ACV) ha impulsado la búsqueda de métodos de rehabilitación innovadores. La realidad virtual inmersiva (RV), especialmente los juegos personalizados, ofrece un enfoque interactivo y motivador para la adherencia a la terapia. La percepción y aceptación de los fisioterapeutas son cruciales para su implementación y requieren mayor investigación. El objetivo de esta investigación consistió en evaluar las actitudes y percepciones de los fisioterapeutas con respecto a la viabilidad y eficacia de un juego de realidad virtual personalizado llamado Motion Health VR para la rehabilitación posterior al ACV. La metodología empleada consistió en utilizar tres estrategias para recopilar datos subjetivos. Primero, se administró un cuestionario de opción múltiple a 73 médicos y fisiatras durante la Conferencia ISPRM 2023 (Sociedad Internacional de Medicina Física y de Rehabilitación) para obtener datos cuantitativos sobre la utilidad y viabilidad de Motion Health VR. Seguidamente, se realizó un grupo de discusión con 4 fisioterapeutas para obtener información cualitativa sobre la usabilidad, accesibilidad y rentabilidad del juego. Luego, se realizó un análisis de viabilidad y costo-efectividad para evaluar los posibles beneficios a largo plazo y las implicaciones financieras de la implementación de Motion Health VR en Colombia. Los resultados obtenidos fueron una amplia aceptación de la RV como herramienta complementaria en la rehabilitación post-ACV y el reconocimiento de los juegos personalizados como motivadores para la participación del paciente. Los fisioterapeutas destacaron su jugabilidad e inmersión, aunque señalaron limitaciones relacionadas con costos y espasticidad del paciente. El análisis indicó que los costos iniciales, aunque significativos, pueden justificarse por los ahorros a largo plazo y los mejores resultados para los pacientes. Finalmente, se concluye que Motion Health VR mostró un potencial significativo para complementar la rehabilitación post-ACV, siendo bien recibido por los fisioterapeutas. Los desafíos clave incluyen mejorar el acceso, reducir costos y brindar capacitación en RV para optimizar los resultados de rehabilitación.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Cost-effectiveness]]></kwd>
<kwd lng="en"><![CDATA[immersion]]></kwd>
<kwd lng="en"><![CDATA[medical physiotherapists]]></kwd>
<kwd lng="en"><![CDATA[motion health]]></kwd>
<kwd lng="en"><![CDATA[spasticity]]></kwd>
<kwd lng="es"><![CDATA[Rentabilidad]]></kwd>
<kwd lng="es"><![CDATA[inmersión]]></kwd>
<kwd lng="es"><![CDATA[fisioterapeutas médicos]]></kwd>
<kwd lng="es"><![CDATA[salud del movimiento]]></kwd>
<kwd lng="es"><![CDATA[espasticidad]]></kwd>
</kwd-group>
</article-meta>
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