Figures
Virtual reality (VR)–based rehabilitation software tailored to patients with hemiplegic stroke. (A) and (B) show a participant performing the workout mode of training and the VR content reflected back to the participant. (C) and (D) show a participant performing the game mode of training and the VR content including a hammer (participant's hand movement) and a mole (target). The software was developed based on a proprioceptive neuromuscular facilitation stretching technique.
Patient-perceived levels of difficulty and enjoyment in each mode of training. “u” on the x-axis indicates the unaffected upper extremity was used; “b” indicates bilateral upper extremities were used. Otherwise, the affected upper extremity was used. P=participant.
Tables

Upper Extremity Function and Activities of Daily Living Performance Before and After the Interventiona
↵a All indicators are presented as median (interquartile range). BBT=Box and Block Test, FMA=Fugl-Meyer Assessment, MBI=Modified Barthel Index, MFT=Manual Function Test.
b According to the Wilcoxon signed rank test.
c Calculated using the Cohen d effect size equation.
d P<.05.