## 3 Results and Discussion
### Studies Involving Post-Stroke Individuals
#### 3.3.2 Study Results and Further Development  
After completing therapy, the four patients noticed an increased muscle strength, faster response, or smoother limb movement. While observing the course of rehabilitation using VR, physiotherapists noticed patients' increased range of motion compared to exercising during conventional rehabilitation. Examples of such movement included reaching farther into space, with greater body leaning or with greater extension of the upper limb. Physiotherapists explained this fact by the high level of involvement, as  
\begin{table}
\begin{tabular}{c c c c c c c} \hline \hline  & **Age** & **Disease Unit** & \ \begin{tabular}{c} **Daily Therapy** \\ **Time** \\ \end{tabular}  & \begin{tabular}{c} **Number of** \\ **Therapy Days** \\ \end{tabular}  & **Side Effects** & **Patient Comments** \\ \hline Patient 1 & 59 & ischemic stroke & 10 min & 20 & none & patient notices increased muscle strength patient notices a faster response smoother movement patient notices a patient notices a faster response smoother movement patient notices a faster response patient notices a faster response patient notices movement patient notice movement patient notices a faster response patient notices a faster response patient notices smoother movement patient movement patient notice  
well as the high level of immersion (patients were not fully aware of how far they were reaching while they had a sense of purpose). In addition, group therapists assessed that the movement pattern performed by patients during exercise was similar to that performed during traditional rehabilitation. Although this preliminary study is promising, studies on a larger group of participants should be performed to confirm the effectiveness of the presented approach for the rehabilitation of patients suffering from USN syndrome. In future studies, special attention should be paid to comparing with objective indicators the research group (using virtual reality during rehabilitation) and the control group (rehabilitating with traditional rehabilitation only). These indicators could be line bisection tests and cancellation tests [33], which are based on drawing or crossing out items placed on two parts of a piece of paper. The use of such indicators would make it possible to compare the study group and the control group. This would make it possible to assess the effectiveness of VR-based therapy relative to traditional therapy. In addition, the use of statistics from the game, i.e., the number of correctly completed exercises per therapy series, could allow for an ongoing evaluation of therapy progress. Study [55] on the impact of immersive post-stroke rehabilitation showed that repetitive functional exercises increase neuroplastic activation and thus reduce motor impairment, which is potentially promising for the app described in the article. In addition, fully immersive VR shows beneficial effects on motor recovery, function, and quality of life for post-stroke patients, providing a basis for the development of rehabilitation apps toward increasing their immersiveness. The virtual reality application show significant improvement in patients with neglect and therefore helps in everyday activities, which is the aim of the therapy [34]. Similar effects are shown in the study of [PERSON] and others [35]. The studies of [PERSON] and others [56] show that using virtual reality changes the brain and improves strategic processes in patients with neglect. Another study of [PERSON] and others [57] shows that using virtual reality improved left-sided awareness, which is the most important aspect of rehabilitation. This eliminates the biggest problem and therefore improves the quality of life, which is the aim of the created application. The results of the studies mentioned above, in which they tested the effectiveness of using low-impact virtual reality, provide the basis that the use of VR technology in the rehabilitation of USN syndrome is effective.