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Main Authors: Eom, Sangjun, Hu, Tianyi, Xu, Wenyi, Zou, Liheng, Escobar, Ernesto, Streisfeld, Gabriel, Mall, Anna, Granger, Bradi, Gorlatova, Maria
Format: Preprint
Published: 2026
Subjects:
Online Access:https://arxiv.org/abs/2602.08994
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author Eom, Sangjun
Hu, Tianyi
Xu, Wenyi
Zou, Liheng
Escobar, Ernesto
Streisfeld, Gabriel
Mall, Anna
Granger, Bradi
Gorlatova, Maria
author_facet Eom, Sangjun
Hu, Tianyi
Xu, Wenyi
Zou, Liheng
Escobar, Ernesto
Streisfeld, Gabriel
Mall, Anna
Granger, Bradi
Gorlatova, Maria
contents Early mobilization is a structured protocol designed to facilitate motor recovery in intensive care unit (ICU) patients with ICU-acquired weakness. This process is typically implemented by an interdisciplinary team of nurses, physical therapists, and other healthcare professionals. However, its application is often constrained by the patients' critical conditions, limited mobility, and the challenges of coordinating care within resource-intensive ICU environments. In this study, we developed a patient-centered virtual reality (VR) exergame through an interdisciplinary design process involving clinicians and therapists, tailored to the constraints of critical care. The exergame incorporates progressive mobility levels that mirror early mobilization practices, and includes an embodied avatar to provide guidance and motivation. Using Meta Quest 3 body tracking, the system captures and visualizes patients' movements, thereby providing motivational engagement and quantifiable mobility metrics. We evaluated the exergame in two stages: a dual-user study involving healthy participants and healthcare professionals or students (N = 13), and a subsequent study with cardiothoracic ICU patients (N = 18) to assess feasibility, design validity, and clinical acceptance. Across both studies, participants reported high enjoyment and engagement without discomfort or stress. Furthermore, patients demonstrated increases in movement speed, range of motion, and workspace volume of the upper body across game levels. Physiological monitoring further indicated that the exergame elicited exertion without inducing excessive cardiovascular responses. These findings highlight the feasibility of VR exergames as a clinically acceptable and engaging adjunct to early mobilization in critical care, offering a novel pathway to improve rehabilitation outcomes for ICU patients.
format Preprint
id arxiv_https___arxiv_org_abs_2602_08994
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Rhythms of Recovery: Patient-Centered Virtual Reality Exergame for Physical Rehabilitation in the Intensive Care Unit
Eom, Sangjun
Hu, Tianyi
Xu, Wenyi
Zou, Liheng
Escobar, Ernesto
Streisfeld, Gabriel
Mall, Anna
Granger, Bradi
Gorlatova, Maria
Human-Computer Interaction
Early mobilization is a structured protocol designed to facilitate motor recovery in intensive care unit (ICU) patients with ICU-acquired weakness. This process is typically implemented by an interdisciplinary team of nurses, physical therapists, and other healthcare professionals. However, its application is often constrained by the patients' critical conditions, limited mobility, and the challenges of coordinating care within resource-intensive ICU environments. In this study, we developed a patient-centered virtual reality (VR) exergame through an interdisciplinary design process involving clinicians and therapists, tailored to the constraints of critical care. The exergame incorporates progressive mobility levels that mirror early mobilization practices, and includes an embodied avatar to provide guidance and motivation. Using Meta Quest 3 body tracking, the system captures and visualizes patients' movements, thereby providing motivational engagement and quantifiable mobility metrics. We evaluated the exergame in two stages: a dual-user study involving healthy participants and healthcare professionals or students (N = 13), and a subsequent study with cardiothoracic ICU patients (N = 18) to assess feasibility, design validity, and clinical acceptance. Across both studies, participants reported high enjoyment and engagement without discomfort or stress. Furthermore, patients demonstrated increases in movement speed, range of motion, and workspace volume of the upper body across game levels. Physiological monitoring further indicated that the exergame elicited exertion without inducing excessive cardiovascular responses. These findings highlight the feasibility of VR exergames as a clinically acceptable and engaging adjunct to early mobilization in critical care, offering a novel pathway to improve rehabilitation outcomes for ICU patients.
title Rhythms of Recovery: Patient-Centered Virtual Reality Exergame for Physical Rehabilitation in the Intensive Care Unit
topic Human-Computer Interaction
url https://arxiv.org/abs/2602.08994