A Collaborative Case Study with The MiNT Academy & Hobbs Clinic

Advancing Stroke Recovery with
v-health XR

In our ongoing mission to redefine recovery through immersive technology, we partnered with The MiNT Academy and Hobbs Rehabilitation to explore how our XR (Extended Reality) and FES (Functional Electrical Stimulation) technologies can be applied in real-world clinical practice. This collaboration included a 4-day clinical case study with a stroke survivor. The results highlighted how v-health XR can support and improve personalised neuromuscular recovery.

A Real-World Trial: Immersive, Personalised Recovery in Action

With clinical leadership from Laura Marriott, Specialist Neurological Occupational Therapist at Hobbs Clinic and Education Lead at The MiNT Academy, the case study evaluated the integration of our v-health platform into upper limb therapy. v-health XR combines our modular, wireless FES device with an XR Headset and clinician interface, all controlled through a mobile app. 

Patient’s Background

Bill, a Stroke patient at Hobbs Rehabilitation, participated in a 4-day trial where he engaged in 40-minute sessions with v-health XR. The sessions aimed to improve wrist range of movement.

v-health XR

Interactivity and Gamification with FES:
v-health XR brings gamification and interactivity into traditional FES-based rehabilitation. By combining our patented FES device with immersive, task-specific therapeutic games, we enable both patients and clinicians to engage with Extended Reality (XR) in a practical, accessible way.

The system was developed with ease of use and fast setup as core principles - setup was shown to take less than 5 minutes. It’s an important factor in reducing friction in both clinical and home settings.

To streamline the clinical workflow, a dedicated mobile app allows therapists to manage and adapt treatment in real-time through an intuitive interface with simple control buttons and settings.

“The interface is lovely. I can change enough without worrying about finer details.”
added Laura.

Unlike traditional VR systems, v-health XR’s design ensures that patients remain oriented within their environment. They can see their therapists and surroundings, helping them stay focused on tasks and progress without experiencing motion sickness or disconnection.


Adaptability for Different Needs and Recovery Stages:
The v-health XR platform currently features five therapeutic games, tailored to different movement patterns and MRC* levels in the upper limb.

  • Bubble Game
    Created for range of motion assessment, this game does not include FES. Patients pop virtual bubbles appearing at various points, while clinicians observe mobility, reach, and compensatory behaviours.

    In the case study, clinicians used the Bubble Game as a warm-up activity, allowing them to gently assess motion before progressing to more intensive tasks.

  • Fishing Game
    Designed for low MRC levels, this game promotes wrist extension and flexion. Using hand tracking, the FES device stimulates the appropriate muscles in response to the patients’ movement as they “catch” fish.

  • Phoenix Game
    Focused on wrist extension, Phoenix introduces repetition and engagement to the movement task, encouraging motor learning through consistent, motivating interaction.

  • Cube Game
    Developed for patients with higher MRC levels, this game targets finger flexion through grasping and building challenges. With multiple modes and progression mechanics, it maintains motivation across sessions and supports long-term engagement.

Customisable FES for Every Patient
Each FES-enabled game can be finely adjusted to align with individual patient needs. Whether used in a clinic or at home, this flexibility empowers clinicians to deliver personalised care and helps patients stay engaged and motivated throughout their recovery journey.

Clinicians also noted that the app’s flexibility enabled them to use it creatively, adapting game elements to each patient’s session

The integration of v-health XR is especially beneficial for individuals with neurological conditions that affect movement and mobility, such as stroke, Parkinson’s, and spinal cord injuries. By delivering structured, repetitive, and intensive exercises through a mobile-controlled system, the platform transforms traditional muscle recovery into engaging, real-world tasks

The Results: Increased Range of Motion & Engaging Therapy

Patient Outcomes
Bill’s involvement in the case study offered valuable insights into the practical use of XR and FES in stroke rehabilitation. Over just four days, the therapy contributed to improvements in his passive wrist range of motion:

The combination of gamified virtual tasks and real-time motion feedback played a significant role in maintaining Bill’s focus and motivation. He completed every session with a 100% motivation score, and despite using only two games, he remained fully engaged throughout.

On his experience of his involvement in the case study, Bill comments:

“The product is perfect for me as I have very limited use of my right arm, so to see it moving in a natural but attainable way was not only interesting, but encouraging. This movement, coupled with the VR experience, gamifies rehabilitation, which I think is the key to better rehab outcomes.’’

Clinicians’ Feedback

  • From the clinician’s perspective, the experience was equally impactful. The technology integrated seamlessly into existing clinical routines, offering a user-friendly interface and minimal setup time, a critical factor in managing busy outpatient settings.

    "Using the VR FES device in our outpatient clinic for upper limb rehabilitation has been a transformative experience. The intuitive interface and ease of use made it seamless to integrate into therapy sessions, allowing both clinicians and patients to focus on the treatment itself.’’

  • The immersive environment enhanced patient participation and enabled therapists to stay focused on therapeutic goals without being slowed down by technical complexity.

  • Clinicians were also able to creatively adapt the recovery to suit their specific needs, using the Bubble Game as a warm-up and customising game elements to suit Bill’s abilities, all through a mobile app. 

  • The platform proved particularly effective for upper-limb strengthening, delivering quick setup, easy application, and structured movement support. Overall, the short yet intensive course of therapy showed that v-health XR can deliver measurable improvements, enhance engagement, and offer a low-friction workflow for clinicians.

    ‘’Following a short but intensive course of therapy, we were pleased to see a noticeable improvement in wrist range of movement, an encouraging step forward in the patient’s recovery journey. I was hesitant about FES before using v-health, but now it has changed the way I feel about FES’’ Laura noted. 


What This Means for the Future of Recovery

This case study was a collaborative effort grounded in clinical insight. By working directly with therapists and patients, we gained invaluable feedback that will continue to inform the refinement of our platform.

This case study underscores the potential of XR and FES to: 

● Increase patient engagement through gamified, immersive environments 

● Deliver targeted neuromuscular stimulation with precision and adaptability 

● Support clinicians in delivering more intensive, effective therapy 

This collaboration marks an important step in validating v-health XR, our immersive, personalised neuromuscular recovery platform. We remain committed to supporting clinicians and patients in their recovery journey.

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Spinal Cord Injury Recovery with Functional Electrical Stimulation