Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971819
M. Crotty, K. Laver, Steve Quinn, J. Ratcliffe, Stacey George, C. Whitehead, Owen Davies
While there has been wide uptake of the Nintendo Wii Fit as a therapy tool in hospital and aged care settings there is a lack of evidence regarding the effectiveness and safety of this approach when used with older people. This pilot study compared the effect of a physiotherapist providing activities from the Wii Fit with conventional therapy on mobility, activities of daily living and safety. The study used a randomized controlled design with masked outcome assessment. A total of 44 participants were recruited from a Geriatric Evaluation and Management (GEM) Unit and randomized to either therapy using the Wii Fit (n=22) or conventional physiotherapy (n=22). Therapy sessions were 25 minutes per workday for the duration of the participant's stay on the unit. Assessment measures were taken at baseline, post intervention (on discharge from the unit) and one month after discharge. The primary outcome used was the Timed Up and Go Test and additional measures included balance and activities of daily living function. Adverse events were recorded. Preliminary analyses of results showed that both groups improved however there was a small significant difference between groups on balance and the Timed Up and Go Test with the Wii Fit appearing to be a more effective approach to balance and mobility training in hospitalized older people.
虽然任天堂Wii Fit作为医院和老年护理机构的治疗工具已被广泛采用,但缺乏证据表明这种方法在老年人中使用的有效性和安全性。这项初步研究比较了物理治疗师提供Wii Fit活动与传统治疗在移动性、日常生活活动和安全性方面的效果。本研究采用随机对照设计,结果评估不明确。共有44名参与者从老年评估和管理(GEM)部门招募,并随机分配使用Wii Fit (n=22)或传统物理治疗(n=22)。在参与者住院期间,每个工作日的治疗时间为25分钟。在基线、干预后(出院时)和出院后一个月采取评估措施。使用的主要结果是Timed Up and Go测试,其他测量包括平衡和日常生活功能的活动。记录不良事件。初步分析结果表明,两组都有所改善,但两组之间在平衡方面有微小的显著差异,Wii Fit的Timed Up and Go测试似乎是一种更有效的方法,用于住院老年人的平衡和活动训练。
{"title":"Is use of the Nintendo Wii Fit in physiotherapy as effective as conventional physiotherapy training for hospitalised older adults?","authors":"M. Crotty, K. Laver, Steve Quinn, J. Ratcliffe, Stacey George, C. Whitehead, Owen Davies","doi":"10.1109/ICVR.2011.5971819","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971819","url":null,"abstract":"While there has been wide uptake of the Nintendo Wii Fit as a therapy tool in hospital and aged care settings there is a lack of evidence regarding the effectiveness and safety of this approach when used with older people. This pilot study compared the effect of a physiotherapist providing activities from the Wii Fit with conventional therapy on mobility, activities of daily living and safety. The study used a randomized controlled design with masked outcome assessment. A total of 44 participants were recruited from a Geriatric Evaluation and Management (GEM) Unit and randomized to either therapy using the Wii Fit (n=22) or conventional physiotherapy (n=22). Therapy sessions were 25 minutes per workday for the duration of the participant's stay on the unit. Assessment measures were taken at baseline, post intervention (on discharge from the unit) and one month after discharge. The primary outcome used was the Timed Up and Go Test and additional measures included balance and activities of daily living function. Adverse events were recorded. Preliminary analyses of results showed that both groups improved however there was a small significant difference between groups on balance and the Timed Up and Go Test with the Wii Fit appearing to be a more effective approach to balance and mobility training in hospitalized older people.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133347412","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971851
S. Prokopenko, E. Mozheyko, T. D. Koryagina, M. Petrova, D. Kaskaeva, T. Chernykh, É. M. Arakchaa
The purpose of the present research was the estimation of efficiency of new methods of neurorehabilitation of impairments of cognitive functions with the use of computer programs of correction. Twenty six post-stroke patients aged 57–69, (male - 12, female - 14) were examined and treated. In addition to usual restorative treatment all patients received a course of neuropsychological computer programs training within 14 days, 25–35 min of duration. Tasks included training of attention with use of the computed programs on the basis of Schulte's test, the task for training visual storing with a set of pictures and symbols, the switching test, correction optical and spatial gnosis with test of narrative images and the test of «arrangements of hands of the clock» with possibility of a feedback. Initial level cognitive impairments and results of restoration were estimated with the use of Mini Mental State Examination, Frontal Assessment Battery, the Clock Drawing Test, the Montreal Cognitive Assessment, Schulte's test. The first experience of inclusion of the computed programs of correction of cognitive impairments in schemes of neurorehabilitation has shown good effect concerning clinical displays, and concerning Patient Global Impression Scale. Although the results are encouraging, further studies are required with larger samples and longer follow-up to identify characteristics of those patients who are most likely to benefit from computed training of cognitive functions.
{"title":"Neurorehabilitation of poststroke cognitive impairments with the use of computed programs","authors":"S. Prokopenko, E. Mozheyko, T. D. Koryagina, M. Petrova, D. Kaskaeva, T. Chernykh, É. M. Arakchaa","doi":"10.1109/ICVR.2011.5971851","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971851","url":null,"abstract":"The purpose of the present research was the estimation of efficiency of new methods of neurorehabilitation of impairments of cognitive functions with the use of computer programs of correction. Twenty six post-stroke patients aged 57–69, (male - 12, female - 14) were examined and treated. In addition to usual restorative treatment all patients received a course of neuropsychological computer programs training within 14 days, 25–35 min of duration. Tasks included training of attention with use of the computed programs on the basis of Schulte's test, the task for training visual storing with a set of pictures and symbols, the switching test, correction optical and spatial gnosis with test of narrative images and the test of «arrangements of hands of the clock» with possibility of a feedback. Initial level cognitive impairments and results of restoration were estimated with the use of Mini Mental State Examination, Frontal Assessment Battery, the Clock Drawing Test, the Montreal Cognitive Assessment, Schulte's test. The first experience of inclusion of the computed programs of correction of cognitive impairments in schemes of neurorehabilitation has shown good effect concerning clinical displays, and concerning Patient Global Impression Scale. Although the results are encouraging, further studies are required with larger samples and longer follow-up to identify characteristics of those patients who are most likely to benefit from computed training of cognitive functions.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114082147","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971809
Belén Rubio Ballester, S. Bermúdez i Badia, P. Verschure
Therapy for motor recovery in stroke patients is strongly related to motivation and social factors [1, 2]. In this study, we evaluate the effects of social interaction in stroke rehabilitation.
{"title":"The effect of social gaming in virtual reality based rehabilitation of stroke patients","authors":"Belén Rubio Ballester, S. Bermúdez i Badia, P. Verschure","doi":"10.1109/ICVR.2011.5971809","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971809","url":null,"abstract":"Therapy for motor recovery in stroke patients is strongly related to motivation and social factors [1, 2]. In this study, we evaluate the effects of social interaction in stroke rehabilitation.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116348981","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971822
V. Everding, Sarah E Kruger
Virtual applications developed for balance training in the Computer Assisted Rehabilitation Environment (CAREN) require subjects to perform dynamic weight shifts. This retrospective case study examines the use of the CAREN as an adjunct to conventional therapy for three service members with upper and/or lower extremity amputations. All three patients showed improved performance over several weeks of CAREN training, and the combined data can be characterized with a power curve fit (y = 291.91x−0.165; R2 = 0.836). These results support the need for more extensive studies on the effectiveness of CAREN balance training for those with amputations.
{"title":"Virtual reality enhanced balance training for service members with amputations","authors":"V. Everding, Sarah E Kruger","doi":"10.1109/ICVR.2011.5971822","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971822","url":null,"abstract":"Virtual applications developed for balance training in the Computer Assisted Rehabilitation Environment (CAREN) require subjects to perform dynamic weight shifts. This retrospective case study examines the use of the CAREN as an adjunct to conventional therapy for three service members with upper and/or lower extremity amputations. All three patients showed improved performance over several weeks of CAREN training, and the combined data can be characterized with a power curve fit (y = 291.91x−0.165; R2 = 0.836). These results support the need for more extensive studies on the effectiveness of CAREN balance training for those with amputations.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127211244","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971836
M. Kafri, M. Myslinski, J. Deutsch
Off-the-shelf interactive video games are used in the rehabilitation of individuals post-stroke. However, the potential benefits of using the games for aerobic training have not been tested. The purpose of this preliminary study was to determine feasibility of measuring energy expenditure during interactive video gaming by individuals post-stroke and to characterize the energy demands of specific games. We used indirect calorimetry to measure energy expenditure of one healthy and two post-stroke individuals under four conditions: rest, Wii Fit™ Long Run, Penguin, and Wii Sports™ Boxing. We found that measuring interactive video gaming of people post-stroke was feasible and required mild to moderate exercise activity.
{"title":"Energy demands of individuals post-stroke during interactive video gaming","authors":"M. Kafri, M. Myslinski, J. Deutsch","doi":"10.1109/ICVR.2011.5971836","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971836","url":null,"abstract":"Off-the-shelf interactive video games are used in the rehabilitation of individuals post-stroke. However, the potential benefits of using the games for aerobic training have not been tested. The purpose of this preliminary study was to determine feasibility of measuring energy expenditure during interactive video gaming by individuals post-stroke and to characterize the energy demands of specific games. We used indirect calorimetry to measure energy expenditure of one healthy and two post-stroke individuals under four conditions: rest, Wii Fit™ Long Run, Penguin, and Wii Sports™ Boxing. We found that measuring interactive video gaming of people post-stroke was feasible and required mild to moderate exercise activity.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127506095","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971813
S. Bermúdez i Badia, Hani Samaha, A. G. Morgade, P. Verschure
Stroke is one of the leading causes of adult disability with a high economical and societal cost. In the last years, novel rehabilitation paradigms have been proposed to make use of the life-long plasticity of the brain to regain motor function. We have developed a hybrid BCI-VR system that explores the idea of combining a personalized motor training in a VR environment - exploiting brain mechanisms for action execution and observation - and a neuro-feedback paradigm - using mental imagery - as a way to engage secondary or indirect pathways to access undamaged cortico-spinal tracks. Here we present the development and validation experiments of the system. The EEG data on 9 naïve healthy subjects shows that a simultaneous motor action and motor imagery paradigm is more effective in engaging cortical motor networks to a larger extend. In addition, we have tested and validated a motor imagery driven BCI-VR version of our system with 9 additional healthy subjects. The results show that users are capable of controlling a virtual avatar in a motor training task that dynamically adjusts its difficulty to the capabilities of the user. User self-report questionnaires indicate enjoyment and acceptance of the proposed system.
{"title":"Exploring the synergies of a hybrid BCI - VR neurorehabilitation system","authors":"S. Bermúdez i Badia, Hani Samaha, A. G. Morgade, P. Verschure","doi":"10.1109/ICVR.2011.5971813","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971813","url":null,"abstract":"Stroke is one of the leading causes of adult disability with a high economical and societal cost. In the last years, novel rehabilitation paradigms have been proposed to make use of the life-long plasticity of the brain to regain motor function. We have developed a hybrid BCI-VR system that explores the idea of combining a personalized motor training in a VR environment - exploiting brain mechanisms for action execution and observation - and a neuro-feedback paradigm - using mental imagery - as a way to engage secondary or indirect pathways to access undamaged cortico-spinal tracks. Here we present the development and validation experiments of the system. The EEG data on 9 naïve healthy subjects shows that a simultaneous motor action and motor imagery paradigm is more effective in engaging cortical motor networks to a larger extend. In addition, we have tested and validated a motor imagery driven BCI-VR version of our system with 9 additional healthy subjects. The results show that users are capable of controlling a virtual avatar in a motor training task that dynamically adjusts its difficulty to the capabilities of the user. User self-report questionnaires indicate enjoyment and acceptance of the proposed system.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131529949","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971858
Sandeep K Subramanian, C. Lourenço, H. Sveistrup, M. Levin
The effects of training in a 3D virtual environment (VE) as compared to a similar physical environment (PE) were compared in 32 subjects (n=16 per group) with chronic post-stroke hemiparesis. The PE group improved elbow extension as measured by the elbow subscale of the Reaching Performance Scale. The VE group had increased range of shoulder horizontal adduction and decreased range of trunk rotation after training. Results suggest that both environments are useful tools for upper limb motor rehabilitation post-stroke.
{"title":"Arm motor rehabilitation in chronic stroke: Effects of two training environments","authors":"Sandeep K Subramanian, C. Lourenço, H. Sveistrup, M. Levin","doi":"10.1109/ICVR.2011.5971858","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971858","url":null,"abstract":"The effects of training in a 3D virtual environment (VE) as compared to a similar physical environment (PE) were compared in 32 subjects (n=16 per group) with chronic post-stroke hemiparesis. The PE group improved elbow extension as measured by the elbow subscale of the Reaching Performance Scale. The VE group had increased range of shoulder horizontal adduction and decreased range of trunk rotation after training. Results suggest that both environments are useful tools for upper limb motor rehabilitation post-stroke.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"2012 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130944714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971818
Younggeun Choi
We present a novel ubiquitous rehabilitation system (Ubi-REHAB) based on Augmented Reality (AR) technology, which is designed to enhance the recovery of upper extremity functions in patients with stroke. We designed Ubi-REHAB system not only to provide affordable, portable rehabilitation method but also to optimize the efficacy of stroke rehabilitation. A novel design of data glove (eGlove) for stroke rehabilitation is introduced to engage stroke patients in realistic AR environment of a mobile phone. Multiple patients can practice a rehabilitation game collaboratively by sharing the hand motion data captured by the eGlove. The novel architecture of Ubi-REHAB system can provide rehabilitation practices for stroke patients at any place. The daily living activities of the patients can be recorded at any time so that medical professionals can analyze the data to figure out what kind of living activities might enhance the rehabilitation.
{"title":"Ubi-REHAB: An android-based portable Augmented Reality stroke rehabilitation system using the eGlove for multiple participants","authors":"Younggeun Choi","doi":"10.1109/ICVR.2011.5971818","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971818","url":null,"abstract":"We present a novel ubiquitous rehabilitation system (Ubi-REHAB) based on Augmented Reality (AR) technology, which is designed to enhance the recovery of upper extremity functions in patients with stroke. We designed Ubi-REHAB system not only to provide affordable, portable rehabilitation method but also to optimize the efficacy of stroke rehabilitation. A novel design of data glove (eGlove) for stroke rehabilitation is introduced to engage stroke patients in realistic AR environment of a mobile phone. Multiple patients can practice a rehabilitation game collaboratively by sharing the hand motion data captured by the eGlove. The novel architecture of Ubi-REHAB system can provide rehabilitation practices for stroke patients at any place. The daily living activities of the patients can be recorded at any time so that medical professionals can analyze the data to figure out what kind of living activities might enhance the rehabilitation.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116338982","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971834
Michel Jacoby, S. Averbuch, Yaron Sachar, P. Weiss, N. Katz, R. Kizony
Impairments of executive functions (EF) significantly affect the ability to lead an independent lifestyle. Virtual environments (VEs) offer a way to rehabilitate EF due to their ecological validity. The purpose of this study was to examine the effectiveness of a virtual supermarket (VMall) for treatment of EF in patients with TBI, compared to conventional occupational therapy (OT). Twelve men and women, aged 19–55 years, who had TBI resulting in EF impairments participated in this randomized control trial. Outcome measures were the Multiple Errands Test - Simplified Version (MET-SV) and the Executive Function Performance Test (EFPT). Experimental group participants received 10 treatment 45-min sessions in the VMall, and control group participants received 10 cognitive therapy sessions without VR. Treatment in both groups was based on the cognitive retraining model. Baseline performance prior to intervention showed no statistically significant between group differences. Most of the participants improved their performance on the outcome measures after therapy. The VR group demonstrated more improvement than the control group; for some measures the improvement was statistically significant - % relative change of the MET-SV total score (z=−1.76; p=.046) and EFPT total score (z=−1.76; p=.047). The results suggest an advantage to VR therapy compared to cognitive retraining OT without VR, as it leads to greater improvement in the performance of complex everyday activities.
{"title":"Effectiveness of executive functions training within a virtual supermarket for adults with Traumatic Brain Injury","authors":"Michel Jacoby, S. Averbuch, Yaron Sachar, P. Weiss, N. Katz, R. Kizony","doi":"10.1109/ICVR.2011.5971834","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971834","url":null,"abstract":"Impairments of executive functions (EF) significantly affect the ability to lead an independent lifestyle. Virtual environments (VEs) offer a way to rehabilitate EF due to their ecological validity. The purpose of this study was to examine the effectiveness of a virtual supermarket (VMall) for treatment of EF in patients with TBI, compared to conventional occupational therapy (OT). Twelve men and women, aged 19–55 years, who had TBI resulting in EF impairments participated in this randomized control trial. Outcome measures were the Multiple Errands Test - Simplified Version (MET-SV) and the Executive Function Performance Test (EFPT). Experimental group participants received 10 treatment 45-min sessions in the VMall, and control group participants received 10 cognitive therapy sessions without VR. Treatment in both groups was based on the cognitive retraining model. Baseline performance prior to intervention showed no statistically significant between group differences. Most of the participants improved their performance on the outcome measures after therapy. The VR group demonstrated more improvement than the control group; for some measures the improvement was statistically significant - % relative change of the MET-SV total score (z=−1.76; p=.046) and EFPT total score (z=−1.76; p=.047). The results suggest an advantage to VR therapy compared to cognitive retraining OT without VR, as it leads to greater improvement in the performance of complex everyday activities.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123504390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2011-06-27DOI: 10.1109/ICVR.2011.5971868
P. Wilson, Nick Mumford, J. Duckworth, P. Thomas, D. Shum, Gavin Williams
The aim of this study was to assess the efficacy of the Elements virtual reality (VR) system for rehabilitation of upper-limb function in patients with traumatic brain injury (TBI). A mixed-approach design was used. Performance was evaluated at three time points using a within-group design: Preintervention 1 and 2, conducted 4 weeks apart, and Postintervention. Subjective ratings were provided after patients completed exploratory tasks. The intervention consisted of 12 1-hour training sessions over 4 weeks in addition to conventional physical therapy. Nine patients aged 18–48 years with severe TBI were recruited. The Elements system is comprised of a 40-inch tabletop LCD, camera tracking system, tangible user interfaces (i.e., graspable objects), and software. The system provided two modes of interaction with augmented feedback: goal-directed and exploratory. Upper-limb performance was assessed using system-rated measures (movement speed, accuracy, & efficiency), and standardised tests. Planned comparisons revealed little change in performance over the pretest period apart from an increase in movement speed. Significant training effects, with large effect sizes were shown on most measures. Subjective data revealed high levels of presence (inc. user involvement/control) and user satisfaction for the exploratory tasks. These findings support an earlier case study evaluation of the Elements system, further demonstrating that VR training is a viable adjunct in movement rehabilitation of TBI.
{"title":"Virtual rehabilitation of upper-limb function in traumatic brain injury: A mixed-approach evaluation of the Elements system","authors":"P. Wilson, Nick Mumford, J. Duckworth, P. Thomas, D. Shum, Gavin Williams","doi":"10.1109/ICVR.2011.5971868","DOIUrl":"https://doi.org/10.1109/ICVR.2011.5971868","url":null,"abstract":"The aim of this study was to assess the efficacy of the Elements virtual reality (VR) system for rehabilitation of upper-limb function in patients with traumatic brain injury (TBI). A mixed-approach design was used. Performance was evaluated at three time points using a within-group design: Preintervention 1 and 2, conducted 4 weeks apart, and Postintervention. Subjective ratings were provided after patients completed exploratory tasks. The intervention consisted of 12 1-hour training sessions over 4 weeks in addition to conventional physical therapy. Nine patients aged 18–48 years with severe TBI were recruited. The Elements system is comprised of a 40-inch tabletop LCD, camera tracking system, tangible user interfaces (i.e., graspable objects), and software. The system provided two modes of interaction with augmented feedback: goal-directed and exploratory. Upper-limb performance was assessed using system-rated measures (movement speed, accuracy, & efficiency), and standardised tests. Planned comparisons revealed little change in performance over the pretest period apart from an increase in movement speed. Significant training effects, with large effect sizes were shown on most measures. Subjective data revealed high levels of presence (inc. user involvement/control) and user satisfaction for the exploratory tasks. These findings support an earlier case study evaluation of the Elements system, further demonstrating that VR training is a viable adjunct in movement rehabilitation of TBI.","PeriodicalId":345535,"journal":{"name":"2011 International Conference on Virtual Rehabilitation","volume":"161 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125900416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}