[Abstract + References] Effectiveness of the Immersive Virtual Reality in Upper Extremity Rehabilitation

Abstract

Stroke has been one of the leading causes of death worldwide for the past 15 years. Upper limb dysfunction is one of the main symptoms in stroke patients. The purpose of is to evaluate the treatment effectiveness of Immersive virtual reality system in upper limb rehabilitation. A single-blind clinical trial, and pretest–posttest control group design trial was conducted. The Fugl-Meyer Assessment of Physical Performance, Box and Block Test of Manual Dexterity, and FIM self-care score were used at baseline and post intervention. All subjects were asked to complete a total of twenty training sessions over eight weeks. The results of this project can be summarized as follows: (1) A total of eighteen stroke patients were involved in the trial, 15 males and 3 females, with an average age of 57.42 years (SD 12.75), and time from stroke (Mean 8.78 months, SD 5.51). (2) Results of the differences between the two groups pretest–posttest showed that the two groups were significantly differences in FMA (Conventional group, p = 0.021; Immersive virtual reality group, p = 0.014). It is known from the above results that the immersive virtual reality game device contributes to the improvement of the functions of the upper limbs. The results of this project are expected to provide a reference for innovative design in the medical industry and the entertainment industry.

References

  1. 1.
    Hatem, S.M., et al.: Rehabilitation of motor function after stroke: a multiple systematic review focused on techniques to stimulate upper extremity recovery. Front. Hum. Neurosci. (2016).  https://doi.org/10.3389/fnhum.2016.00442CrossRefGoogle Scholar
  2. 2.
    Global Health Estimates 2016: Deaths by Cause, Age, Sex, by Country and by Region, 2000–2016. Geneva, World Health Organization (2018)Google Scholar
  3. 3.
    Ministry of Health and Welfare: Statistics on the cause of death of Taiwan in 2018. https://www.mohw.gov.tw/cp-16-48057-1.html. Accessed 20 Oct 2019
  4. 4.
    McCrea, P.H., Eng, J.J., Hodgson, A.J.: Biomechanics of reachin: clinical implications for individuals with acquired brain injury. Disabil. Rehabil. 24, 534–541 (2002)CrossRefGoogle Scholar
  5. 5.
    Baldominos, A., Saez, Y., Pozo, C.G.: An approach to physical rehabilitation using state-of-the-art virtual reality and motion tracking technologies. Procedia Comput. Sci. 64, 10–16 (2015)CrossRefGoogle Scholar
  6. 6.
    Rose, T., Nam, C.S., Chen, K.B.: Immersion of virtual reality for rehabilitation – review. Appl. Ergonom. 69, 153–161 (2018)CrossRefGoogle Scholar
  7. 7.
    Huygelier, H., Schraepen, B., Ee, R., Abeele, V.V., Gillebert, C.R.: Acceptance of immersive headmounted virtual reality in older adults. Sci. Rep. 9, 4519 (2019)CrossRefGoogle Scholar
  8. 8.
    Gagliardi, C., et al.: Immersive virtual reality to improve walking abilities in cerebral palsy: a pilot study. Ann. Biomed. Eng. 46(9), 1376–1384 (2018)CrossRefGoogle Scholar
  9. 9.
    Lee, S.H., Jung, H.Y., Yun, S.J., Oh, B.M., Seo, H.G.: Upper extremity rehabilitation using fully immersive virtual reality games with a head mount display: a feasibility study. The Journal of Injury, Function and Rehabilitation (2019).  https://doi.org/10.1002/pmrj.12206
  10. 10.
    Marsha Bisschop, A.G., et al.: Immersive virtual reality improves movement patterns in patients after ACL reconstruction: implications for enhanced criteria-based return-to-sport rehabilitation. Knee Surg. Sports Traumatol. Arthroscopy 24(7), 2280–2286 (2016)CrossRefGoogle Scholar
  11. 11.
    Jareda, A., Brianb, C., Justinc, D.: Immersive virtual reality in traumatic brain injury rehabilitation: a literature review. Neuro Rehabilit. 42(4), 441–448 (2018)Google Scholar
  12. 12.
    HTC Vive. https://www.vive.com/us/experiences/. Accessed 21 Nov 2019
  13. 13.
    Sanford, J., Moreland, J., Swanson, L.R., Stratford, P., Gowiand, C.: Reliability of the fugl-meyer assessment for testing motor performance in patients following stroke. Phys. Ther. 73(7), 447–454 (1993)CrossRefGoogle Scholar
  14. 14.
    Wilson, R.: Box and Block Test of Manual Dexterity (2002). http://healthsciences.qmuc.ac.uk/labweb/Equipment/Box%20and%20Block%20test.htm. Accessed 27 Dec 2010
  15. 15.
    Ravaud, J.F., Delcey, M., Yelnik, A.: Construct validity of the functional independent measure (FIM): questioning the unidimensionality of the scale and the “value” of FIM scores. Scand. J. Rehabil. Med. 31(1), 31–41 (1999)CrossRefGoogle Scholar
  16. 16.
    Cohen, J.: Statistical power analysis. Curr. Direct. Psychol. Sci. 1, 98–101 (1992)CrossRefGoogle Scholar
  17. 17.
    Baldominos, A., Saez, Y., Pozo, C.G.: An approach to physical rehabilitation using state-of-the-art virtual reality and motion tracking technologies. Procedia. Comput. Sci. 64, 10–16 (2015)Google Scholar

via Effectiveness of the Immersive Virtual Reality in Upper Extremity Rehabilitation | SpringerLink

, , , , , , , , ,

  1. Leave a comment

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: