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1.
J Hand Ther ; 33(2): 246-253, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32349885

RESUMO

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.


Assuntos
Terapia por Exercício , Mãos , Reabilitação do Acidente Vascular Cerebral , Jogos de Vídeo , Realidade Virtual , Humanos
2.
Arch Phys Med Rehabil ; 101(2): 196-203, 2020 02.
Artigo em Inglês | MEDLINE | ID: mdl-31715140

RESUMO

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.


Assuntos
Serviços de Assistência Domiciliar , Reabilitação do Acidente Vascular Cerebral/métodos , Telerreabilitação/métodos , Jogos de Vídeo , Realidade Virtual , Adulto , Idoso , Estudos Cross-Over , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Motivação , Recuperação de Função Fisiológica , Extremidade Superior/fisiologia
3.
J Neuroeng Rehabil ; 15(1): 88, 2018 10 05.
Artigo em Inglês | MEDLINE | ID: mdl-30290777

RESUMO

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.


Assuntos
Terapia por Exercício/métodos , Reabilitação do Acidente Vascular Cerebral/métodos , Telerreabilitação/métodos , Jogos de Vídeo , Realidade Virtual , Adulto , Idoso , Idoso de 80 Anos ou mais , Terapia por Exercício/instrumentação , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Projetos Piloto , Reabilitação do Acidente Vascular Cerebral/instrumentação , Interface Usuário-Computador
4.
Ann Biomed Eng ; 43(2): 467-77, 2015 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-25558845

RESUMO

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.


Assuntos
Mãos/fisiopatologia , Paresia/reabilitação , Reabilitação do Acidente Vascular Cerebral , Interface Usuário-Computador , Adulto , Idoso , Braço/fisiologia , Terapia por Exercício/instrumentação , Terapia por Exercício/métodos , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Paresia/etiologia , Paresia/fisiopatologia , Acidente Vascular Cerebral/complicações , Acidente Vascular Cerebral/fisiopatologia
5.
Stud Health Technol Inform ; 184: 458-64, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-23400202

RESUMO

We describe a novel art-empowered Virtual Reality (VR) system designed for hand rehabilitation therapy following stroke. The system was developed by an interdisciplinary team of engineers, art therapists, occupational therapists, and VR artist to improve patient's motivation and engagement. We describe system design, development, and user testing for efficiency, subject's satisfaction and clinical feasibility. We report initial results following use of the system on the first four subjects from the ongoing clinical efficacy trials as measured by standard clinical tests for upper extremity function. These cases demonstrate that the system is operational and can facilitate therapy for post stroke patients with upper extremity impairment.


Assuntos
Biorretroalimentação Psicológica/instrumentação , Imageamento Tridimensional/instrumentação , Transtornos dos Movimentos/reabilitação , Reabilitação do Acidente Vascular Cerebral , Terapia Assistida por Computador/instrumentação , Interface Usuário-Computador , Jogos de Vídeo , Desenho de Equipamento , Análise de Falha de Equipamento , Mãos , Humanos , Transtornos dos Movimentos/etiologia , Acidente Vascular Cerebral/complicações , Resultado do Tratamento
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