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1.
J Hand Ther ; 33(2): 246-253, 2020.
Article in English | MEDLINE | ID: mdl-32349885

ABSTRACT

INTRODUCTION: Lifespans after the occurrence of a stroke have been lengthening, but most stroke survivors will experience chronic impairment. Directed, repetitive practice may reduce deficits, but clinical access is often limited by a variety of factors, such as transportation. PURPOSE OF THE STUDY: To introduce a multiuser virtual reality platform that can be used to promote therapist-client interactions when the client is at home. METHODS: The Virtual Environment for Rehabilitative Gaming Exercises encourages exploration of the hand workspace by enabling multiple participants, located remotely and colocated virtually, to interact with the same virtual objects in the shared virtual space. Each user controls an avatar by corresponding movement of his or her own body segments. System performance with stroke survivors was evaluated during longitudinal studies in a laboratory environment and in participants' homes. Active arm movement was tracked throughout therapy sessions for both studies. RESULTS: Stroke survivors achieved considerable arm movement while using the system. Mean voluntary hand displacement, after accounting for trunk displacement, was greater than 350 m per therapy session for the Virtual Environment for Rehabilitative Gaming Exercises system. Compliance for home-based therapy was quite high, with 94% of all scheduled sessions completed. Having multiple players led to longer sessions and more arm movement than when the stroke survivors were trained alone. CONCLUSIONS: Multiuser virtual reality offers a relatively inexpensive means of extending clinical therapy into home and enabling family and friends to support rehabilitation efforts, even when physically remote from each other.


Subject(s)
Exercise Therapy , Hand , Stroke Rehabilitation , Video Games , Virtual Reality , Humans
2.
Arch Phys Med Rehabil ; 101(2): 196-203, 2020 02.
Article in English | MEDLINE | ID: mdl-31715140

ABSTRACT

OBJECTIVE: To compare participation and subjective experience of participants in both home-based multiuser virtual reality (VR) therapy and home-based single-user (SU) VR therapy. DESIGN: Crossover, randomized trial. SETTING: Initial training and evaluations occurred in a rehabilitation hospital; the interventions took place in participants' homes. PARTICIPANTS: Survivors of stroke with chronic upper extremity impairment (N=20). INTERVENTIONS: Four weeks of in-home treatment using a custom, multiuser virtual reality system (VERGE): 2 weeks of both multiuser (MU) and SU versions of VERGE. The order of presentation of SU and MU versions was randomized such that participants were divided into 2 groups, First MU and First SU. MAIN OUTCOME MEASURES: We measured arm displacement during each session (m) as the primary outcome measure. Secondary outcome measures include time participants spent using each MU and SU VERGE and Intrinsic Motivation Inventory scores. Fugl-Meyer Assessment of Motor Recovery After Stroke Upper Extremity (FMA-UE) score and compliance with prescribed training were also evaluated. Measures were recorded before, midway, and after the treatment. Activity and movement were measured during each training session. RESULTS: Arm displacement during a session was significantly affected the mode of therapy (MU: 414.6m, SU: 327.0m, P=.019). Compliance was very high (99% compliance for MU mode and 89% for SU mode). Within a given session, participants spent significantly more time training in the MU mode than in the SU mode (P=.04). FMA-UE score improved significantly across all participants (Δ3.2, P=.001). CONCLUSIONS: Multiuser VR exercises may provide an effective means of extending clinical therapy into the home.


Subject(s)
Home Care Services , Stroke Rehabilitation/methods , Telerehabilitation/methods , Video Games , Virtual Reality , Adult , Aged , Cross-Over Studies , Female , Humans , Male , Middle Aged , Motivation , Recovery of Function , Upper Extremity/physiology
3.
IEEE Int Conf Rehabil Robot ; 2019: 644-647, 2019 06.
Article in English | MEDLINE | ID: mdl-31374703

ABSTRACT

The concept of augmenting error in interactive reaching training has shown promise, but the possibility of doing this robot-free, with only visual feedback, has not been tested. Here we present very early results from a visual distortion environment that shifts the subject's cursor in the direction of instantaneous error as if it is being pushed by a robot. This clinical test asked chronic stroke survivors to visit the laboratory three times a week for three weeks as they practiced a bimanual virtual reality task for approximately 40 minutes. Results show that both treatment and control patients improved from the practice (Fugyl Meyer average increase of 4.2), and a slight advantage is seen at this point in the treatment group. These vision-only results may prove compelling because removing the robot reduces expenses, intimidation, complexity, confounding effects, and failure modes.


Subject(s)
Stroke Rehabilitation , Vision, Ocular , Visual Perception , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged
4.
J Neuroeng Rehabil ; 15(1): 88, 2018 10 05.
Article in English | MEDLINE | ID: mdl-30290777

ABSTRACT

BACKGROUND: Impairment of upper extremity function is a common outcome following stroke, to the detriment of lifestyle and employment opportunities. Yet, access to treatment may be limited due to geographical and transportation constraints, especially for those living in rural areas. While stroke rates are higher in these areas, stroke survivors in these regions of the country have substantially less access to clinical therapy. Home therapy could offer an important alternative to clinical treatment, but the inherent isolation and the monotony of self-directed training can greatly reduce compliance. METHODS: We developed a 3D, networked multi-user Virtual Environment for Rehabilitative Gaming Exercises (VERGE) system for home therapy. Within this environment, stroke survivors can interact with therapists and/or fellow stroke survivors in the same virtual space even though they may be physically remote. Each user's own movement controls an avatar through kinematic measurements made with a low-cost, Kinect™ device. The system was explicitly designed to train movements important to rehabilitation and to provide real-time feedback of performance to users and clinicians. To obtain user feedback about the system, 15 stroke survivors with chronic upper extremity hemiparesis participated in a multisession pilot evaluation study, consisting of a three-week intervention in a laboratory setting. For each week, the participant performed three one-hour training sessions with one of three modalities: 1) VERGE system, 2) an existing virtual reality environment based on Alice in Wonderland (AWVR), or 3) a home exercise program (HEP). RESULTS: Over 85% of the subjects found the VERGE system to be an effective means of promoting repetitive practice of arm movement. Arm displacement averaged 350 m for each VERGE training session. Arm displacement was not significantly less when using VERGE than when using AWVR or HEP. Participants were split on preference for VERGE, AWVR or HEP. Importantly, almost all subjects indicated a willingness to perform the training for at least 2-3 days per week at home. CONCLUSIONS: Multi-user VR environments hold promise for home therapy, although the importance of reducing complexity of operation for the user in the VR system must be emphasized. A modified version of the VERGE system is currently being used in a home therapy study.


Subject(s)
Exercise Therapy/methods , Stroke Rehabilitation/methods , Telerehabilitation/methods , Video Games , Virtual Reality , Adult , Aged , Aged, 80 and over , Exercise Therapy/instrumentation , Female , Humans , Male , Middle Aged , Pilot Projects , Stroke Rehabilitation/instrumentation , User-Computer Interface
5.
IEEE Trans Neural Syst Rehabil Eng ; 26(2): 307-323, 2018 02.
Article in English | MEDLINE | ID: mdl-29035220

ABSTRACT

The wide variation in upper extremity motor impairments among stroke survivors necessitates more intelligent methods of customized therapy. However, current strategies for characterizing individual motor impairments are limited by the use of traditional clinical assessments (e.g., Fugl-Meyer) and simple engineering metrics (e.g., goal-directed performance). Our overall approach is to statistically identify the range of volitional movement capabilities, and then apply a robot-applied force vector field intervention that encourages under-expressed movements. We investigated whether explorative training with such customized force fields would improve stroke survivors' (n = 11) movement patterns in comparison to a control group that trained without forces (n = 11). Force and control groups increased Fugl-Meyer UE scores (average of 1.0 and 1.1, respectively), which is not considered clinically meaningful. Interestingly, participants from both groups demonstrated dramatic increases in their range of velocity during exploration following only six days of training (average increase of 166.4% and 153.7% for the Force and Control group, respectively). While both groups showed evidence of improvement, we also found evidence that customized forces affected learning in a systematic way. When customized forces were active, we observed broader distributions of velocity that were not present in the controls. Second, we found that these changes led to specific changes in unassisted motion. In addition, while the shape of movement distributions changed significantly for both groups, detailed analysis of the velocity distributions revealed that customized forces promoted a greater proportion of favorable changes. Taken together, these results provide encouraging evidence that patient-specific force fields based on individuals' movement statistics can be used to create new movement patterns and shape them in a customized manner. To the best of our knowledge, this paper is the first to directly link engineering assessments of stroke survivors' exploration movement behaviors to the design of customized robot therapy.


Subject(s)
Movement , Robotics/methods , Stroke Rehabilitation/instrumentation , Adult , Aged , Double-Blind Method , Feedback, Psychological , Female , Humans , Male , Middle Aged , Psychomotor Performance , Recovery of Function , Stroke/physiopathology , Survivors , Treatment Outcome , Upper Extremity/physiopathology
6.
IEEE Trans Neural Syst Rehabil Eng ; 25(3): 297-305, 2017 03.
Article in English | MEDLINE | ID: mdl-27214905

ABSTRACT

Many mechatronic devices exist to facilitate hand rehabilitation, however few directly address deficits in muscle activation patterns while also enabling functional task practice. We developed an innovative voice and electromyography-driven actuated (VAEDA) glove, which is sufficiently flexible/portable for incorporation into hand-focused therapy post-stroke. The therapeutic benefits of this device were examined in a longitudinal intervention study. Twenty-two participants with chronic, moderate hand impairment [Chedoke-McMaster Stroke Assessment Stage of Hand (CMSA-H = 4)] enrolled > 8 months post-stroke for 18 1-h training sessions ( 3 × week) employing a novel hand-focused occupational therapy paradigm, either with (VAEDA) or without (No-VAEDA) actuated assistance. Outcome measures included CMSA-H, Wolf Motor Function Test (WMFT), Action Research Arm Test, Fugl-Meyer Upper Extremity Motor Assessment (FMUE), grip and pinch strength and hand kinematics. All outcomes were recorded at baseline and endpoint (immediately after and four weeks post-training). Significant improvement was observed following training for some measures for the VAEDA group (n = 11) but for none of the measures for the No-VAEDA group (n = 11). Specifically, statistically significant gains were observed for CMSA-H (p = 0.038) and WMFT (p = 0.012) as well as maximum digit aperture subset (p = 0.003, n = 7), but not for the FMUE or grip or pinch strengths. In conclusion, therapy effectiveness appeared to be increased by employment of the VAEDA glove, which directly targets deficits in muscle activation patterns.


Subject(s)
Electromyography/instrumentation , Exoskeleton Device , Occupational Therapy/instrumentation , Speech Recognition Software , Stroke Rehabilitation/instrumentation , Stroke Rehabilitation/methods , Therapy, Computer-Assisted/instrumentation , Adult , Aged , Electromyography/methods , Equipment Design , Equipment Failure Analysis , Female , Gloves, Protective , Humans , Male , Middle Aged , Occupational Therapy/methods , Survivors , Therapy, Computer-Assisted/methods
7.
IEEE Trans Neural Syst Rehabil Eng ; 24(3): 344-51, 2016 Mar.
Article in English | MEDLINE | ID: mdl-26731772

ABSTRACT

Treatment options for stroke survivors with severe hand impairment are limited. Active task practice can be restricted by difficulty in voluntarily activating finger muscles and interference from involuntary muscle excitation. We developed a portable, actuated glove-orthosis, which could be employed to address both issues. We hypothesized that combining passive cyclical stretching (reducing motoneuronal hyperexcitability) imposed by the device with active-assisted, task-oriented training (rehabilitating muscle activation) would improve upper extremity motor control and task performance post-stroke. Thirteen participants who experienced a stroke 2-6 months prior to enrollment completed 15 treatment sessions over five weeks. Each session involved cyclically stretching the long finger flexors (30 min) followed by active-assisted task-oriented movement practice (60 min). Outcome measures were completed at six intervals: three before and three after treatment initiation. Overall improvement in post-training scores was observed across all outcome measures, including the Graded Wolf Motor Function Test, Action Research Arm Test, and grip and pinch strength (p ≤ 0.02), except finger extension force. No significant change in spasticity was observed. Improvement in upper extremity capabilities is achievable for stroke survivors even with severe hand impairment through a novel intervention combining passive cyclical stretching and active-assisted task practice, a paradigm which could be readily incorporated into the clinic.


Subject(s)
Artificial Limbs , Hand , Stroke Rehabilitation/methods , Stroke/physiopathology , Adult , Aged , Aged, 80 and over , Female , Fingers , Hand Strength , Humans , Male , Middle Aged , Movement , Muscle Strength , Muscle, Skeletal , Occupational Therapy/instrumentation , Occupational Therapy/methods , Orthotic Devices , Practice, Psychological , Psychomotor Performance , Treatment Outcome
8.
Ann Biomed Eng ; 43(2): 467-77, 2015 Feb.
Article in English | MEDLINE | ID: mdl-25558845

ABSTRACT

Stroke is the leading cause of serious, long-term disability in the United States. Impairment of upper extremity function is a common outcome following stroke, often to the detriment of lifestyle and employment opportunities. While the upper extremity is a natural target for therapy, treatment may be hampered by limitations in baseline capability as lack of success may discourage arm and hand use. We developeda virtual reality (VR) system in order to encourage repetitive task practice. This system combined an assistive glove with a novel VR environment. A set of exercises for this system was developed to encourage specific movements. Six stroke survivors with chronic upper extremity hemiparesis volunteered to participate in a pilot study in which they completed 18 one-hour training sessions with the VR system. Performance with the system was recorded across the 18 training sessions. Clinical evaluations of motor control were conducted at three time points: prior to initiation of training, following the end of training, and 1 month later. Subjects displayed significant improvement on performance of the virtual tasks over the course of the training, although for the clinical outcome measures only lateral pinch showed significant improvement. Future expansion to multi-user virtual environments may extend the benefits of this system for stroke survivors with hemiparesis by furthering engagement in the rehabilitation exercises.


Subject(s)
Hand/physiopathology , Paresis/rehabilitation , Stroke Rehabilitation , User-Computer Interface , Adult , Aged , Arm/physiology , Exercise Therapy/instrumentation , Exercise Therapy/methods , Female , Humans , Male , Middle Aged , Paresis/etiology , Paresis/physiopathology , Stroke/complications , Stroke/physiopathology
9.
J Neuroeng Rehabil ; 11: 171, 2014 Dec 26.
Article in English | MEDLINE | ID: mdl-25542201

ABSTRACT

BACKGROUND: Dexterous manipulation of the hand, one of the features of human motor control, is often compromised after stroke, to the detriment of basic functions. Despite the importance of independent movement of the digits to activities of daily living, relatively few studies have assessed the impact of specifically targeting individuated movements of the digits on hand rehabilitation. The purpose of this study was to investigate the impact of such finger individuation training, by means of a novel mechatronic-virtual reality system, on fine motor control after stroke. METHODS: An actuated virtual keypad (AVK) system was developed in which the impaired hand controls a virtual hand playing a set of keys. Creation of individuated digit movements is assisted by a pneumatically actuated glove, the PneuGlove. A study examining efficacy of the AVK system was subsequently performed. Participants had chronic, moderate hand impairment resulting from a single stroke incurred at least 6 months prior. Each subject underwent 18 hour-long sessions of extensive therapy (3x per week for 6 weeks) targeted at finger individuation. Subjects were randomly divided into two groups: the first group (Keypad: N = 7) utilized the AVK system while the other group (OT: N = 7) received a similarly intensive dose of occupational therapy; both groups worked directly with a licensed occupational therapist. Outcome measures such as the Jebsen-Taylor Hand Function Test (JTHFT), Action research Arm Test (ARAT), Fugl-Meyer Upper Extremity Motor Assessment/Hand subcomponent (FMUE/FMH), grip and pinch strengths were collected at baseline, post-treatment and one-month post-treatment. RESULTS: While both groups exhibited some signs of change after the training sessions, only the Keypad group displayed statistically significant improvement both for measures of impairment (FMH: p = 0.048) and measures of task performance (JTHFT: p = 0.021). Additionally, the finger individuation index - a measure of finger independence - improved only for the Keypad group after training (p = 0.05) in the subset (Keypad: N = 4; OT: N = 5) of these participants for which it was measured. CONCLUSIONS: Actively assisted individuation therapy comprised of non task-specific modalities, such as can be achieved with virtual platforms like the AVK described here, may prove to be valuable clinical tools for increasing the effectiveness and efficiency of therapy following stroke.


Subject(s)
Fingers/physiopathology , Occupational Therapy/methods , Rehabilitation/instrumentation , Stroke Rehabilitation , User-Computer Interface , Activities of Daily Living , Aged , Computer Simulation , Female , Humans , Male , Middle Aged , Movement/physiology , Treatment Outcome , Upper Extremity/physiopathology
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