## 4 Conclusions  
This article presents a new tool for the rehabilitation of post-stroke patients with unilateral neglect syndrome. During the development and testing of this tool, the following aspects were considered.  
Traditional methods of rehabilitation were analyzed, which allowed for the development of an application that fulfills the principles of rehabilitation. VR-based rehabilitation involves the patient. It was based on visual scanning training with motor function training. Different levels of difficulty have also been implemented, which enables the personalization of the application.  
A feasibility analysis was performed, including the risks of using VR technology. The identification of risks made it possible to minimize them by using a high refresh rate, ensuring smooth and realistic hand movements, and using optimal methods for rendering graphic elements.  
The advantage of the created application as a new rehabilitation tool is that it increases the attractiveness of rehabilitation, which is crucial as it affects the patient's motivation to exercise. In addition, the use of the VR app allows rehabilitation without the full involvement of a physical therapist to conduct therapy, which not only allows several patients to be rehabilitated at the same time but also enhances access to rehabilitation at home.  
Tests of the app have been conducted with a small group of patients. They indicate the possibility of using the created application in the rehabilitation of some stroke patients. They also made it possible to indicate the necessity of the individual adjustment of the VR therapy time, depending on the presence of cybersickness symptoms.  
Despite the first positive results, it would be necessary to conduct more extensive research to widely use the created application. In future studies, the patient group should be expanded. Objective techniques must also be used to evaluate the patient's condition before and after virtual reality therapy. It could also be valuable to compare three groups of patients: a first group, in which patients use only virtual reality during rehabilitation; a second group, in which patients perform both traditional and virtual therapy; and a third group, in which only traditional therapy is used. A comparison of the three groups could undoubtedly show whether virtual reality therapy has better or the same effects compared to traditional therapy.  
The article presented indicates a new possibility for the rehabilitation of post-stroke patients. It isolates the most important requirements and possible risks when using VR technology. Further research is necessary and in the future may lead to the introduction of virtual reality into the standard of therapy for post-stroke patients.  
K.M.-P.: Conceptualization, Methodology, Writing--Original Draft, Software, Validation, and Investigation; K.P.: Methodology, Writing--Original Draft, Software, and Validation; P.M.: Conceptualization, Methodology, and Writing--Review and Editing; A.S.-M.: Investigation, Writing--Review and Editing, and Supervision. All authors have read and agreed to the published version of this manuscript.  
The research leading to these results received funding from the State Fund For Rehabilitation Of Disabled People under Grant Agreement No. BEA/000064/BF/D.  
This study and all procedures were approved by the Warsaw University of Technology Ethics of Research with Human Subject Team (protocol code 1/2023 and date of approval 22 February 2023) for studies involving humans.  
Informed Consent Statement: Informed consent was obtained from all subjects involved in this study.  
The authors declare that they have no conflicts of interest.  
The following abbreviations are used in this manuscript:  
\begin{tabular}{l l} USN & Unilateral spatial neglect \\ VR & Virtual reality \\ HMD & Head-mounted device \\ FOV & Field of view \\ FPS & Frames per second \\ \end{tabular}