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1.
Disabil Rehabil Assist Technol ; 10(5): 385-92, 2015.
Article in English | MEDLINE | ID: mdl-24730659

ABSTRACT

PURPOSE: To evaluate feasibility and neurophysiological changes after virtual reality (VR)-based training of upper limb (UL) movements. METHOD: Single-case A-B-A-design with two male stroke patients (P1:67 y and 50 y, 3.5 and 3 y after onset) with UL motor impairments, 45-min therapy sessions 5×/week over 4 weeks. Patients facing screen, used bimanual data gloves to control virtual arms. Three applications trained bimanual reaching, grasping, hand opening. Assessments during 2-week baseline, weekly during intervention, at 3-month follow-up (FU): Goal Attainment Scale (GAS), Chedoke Arm and Hand Activity Inventory (CAHAI), Chedoke-McMaster Stroke Assessment (CMSA), Extended Barthel Index (EBI), Motor Activity Log (MAL). Functional magnetic resonance imaging scans (FMRI) before, immediately after treatment and at FU. RESULTS: P1 executed 5478 grasps (paretic arm). Improvements in CAHAI (+4) were maintained at FU. GAS changed to +1 post-test and +2 at FU. P2 executed 9835 grasps (paretic arm). CAHAI improvements (+13) were maintained at FU. GAS scores changed to -1 post-test and +1 at FU. MAL scores changed from 3.7 at pre-test to 5.5 post-test and 3.3 at FU. CONCLUSION: The VR-based intervention was feasible, safe, and intense. Adjustable application settings maintained training challenge and patient motivation. ADL-relevant UL functional improvements persisted at FU and were related to changed cortical activation patterns. Implications for Rehabilitation YouGrabber trains uni- and bimanual upper motor function. Its application is feasible, safe, and intense. The control of the virtual arms can be done in three main ways: (a) normal (b) virtual mirror therapy, or (c) virtual following. The mirroring feature provides an illusion of affected limb movements during the period when the affected upper limb (UL) is resting. The YouGrabber training led to ADL-relevant UL functional improvements that were still assessable 12 weeks after intervention finalization and were related to changed cortical activation patterns.


Subject(s)
Computer Simulation , Physical Therapy Modalities , Stroke Rehabilitation , Upper Extremity , User-Computer Interface , Activities of Daily Living , Chronic Disease , Feasibility Studies , Humans , Magnetic Resonance Imaging , Male , Middle Aged , Recovery of Function , Stroke/physiopathology
2.
Dev Neurorehabil ; 12(1): 44-52, 2009 Feb.
Article in English | MEDLINE | ID: mdl-19283533

ABSTRACT

OBJECTIVE: Rehabilitation of upper-limb sensorimotor function in children with motor dysfunctions is primarily based on movement training. This study developed a virtual-reality based, paediatric interactive therapy system (PITS) that allows children to practice specific movements of the upper limbs with immediate feedback about their motor performance. METHODS: The system was tested on five children with motor dysfunctions over 3 weeks of training. Pre- and post-assessment was conducted before and after the training period. RESULTS: Results of the pilot study show improvements of hand function in the test scores (except one patient). Patient motivation was high and maintained over the course of the therapy sessions. CONCLUSION: PITS is an applicable VR-system which can be feasibly applied during the rehabilitation of children with upper limb motor dysfunctions. Further investigation is necessary to determine if the system provides significantly improved results compared to conventional therapies, both in terms of motor function outcomes and patient motivation.


Subject(s)
Brain Diseases/rehabilitation , Physical Therapy Modalities/instrumentation , User-Computer Interface , Adolescent , Brain Diseases/diagnosis , Brain Injuries/diagnosis , Brain Injuries/rehabilitation , Child , Feedback , Female , Humans , Male , Motor Skills , Pilot Projects , Prognosis , Psychomotor Performance/physiology , Recovery of Function , Sampling Studies , Task Performance and Analysis , Therapy, Computer-Assisted , Treatment Outcome , Upper Extremity/physiopathology
3.
Med Biol Eng Comput ; 45(9): 901-7, 2007 Sep.
Article in English | MEDLINE | ID: mdl-17687578

ABSTRACT

We present a virtual reality (VR)-based motor neurorehabilitation system for stroke patients with upper limb paresis. It is based on two hypotheses: (1) observed actions correlated with self-generated or intended actions engage cortical motor observation, planning and execution areas ("mirror neurons"); (2) activation in damaged parts of motor cortex can be enhanced by viewing mirrored movements of non-paretic limbs. We postulate that our approach, applied during the acute post-stroke phase, facilitates motor re-learning and improves functional recovery. The patient controls a first-person view of virtual arms in tasks varying from simple (hitting objects) to complex (grasping and moving objects). The therapist adjusts weighting factors in the non-paretic limb to move the paretic virtual limb, thereby stimulating the mirror neuron system and optimizing patient motivation through graded task success. We present the system's neuroscientific background, technical details and preliminary results.


Subject(s)
Physical Therapy Modalities , Stroke Rehabilitation , Adolescent , Adult , Child , Humans , Motor Skills , Pilot Projects , Recovery of Function , Upper Extremity , User-Computer Interface , Video Games , Visual Perception
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