Posts Tagged Immersive

[Abstract + References] Stepping into Recovery with an Immersive Virtual Reality Serious Game for Upper Limb Rehabilitation: A Supermarket Experience for Stroke Survivors

Abstract

One of the leading causes of disability and death worldwide is stroke, affecting the arteries leading to and within the brain. To help survivors relearn lost skills, post-stroke rehabilitation becomes a paramount part of their life, focusing on attaining the best possible quality of life. Regardless, one main challenge is maintaining survivors’ motivation, which when lost, can lead to social isolation, and possibly depression or anxiety. This work proposes the use of a Virtual Reality (VR) serious game to assist during upper-limb physical rehabilitation. The design and development were based on a Human-Centered Design (HCD) methodology with the healthcare professionals and stroke survivors from a rehabilitation center. The game narrative was carefully designed according to pre-determined gestures that survivors should perform for helping them increase upper-limb movement, based on two modes: 1- static – survivors use any arm to pick products from a supermarket shelf; 2- exploratory – survivors move throughout the supermarket to grab all products. During this, it is also possible to enable the mirror feature, allowing survivors to do these activities while the healthy limb is reflected. The game can also be cast to other devices for understanding and support, i.e., assessment sessions with a therapist team. We report the first impressions from healthcare professionals and stroke survivors, suggesting the VR serious game has the potential to increase survivors’ motivation.

References

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  17. Patsaki, I., et al.: The effectiveness of immersive virtual reality in physical recovery of stroke patients: a systematic review. Front. Syst. Neurosci. 16 (2022)Google Scholar 
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[Abstract + References] Effects of immersive and non-immersive virtual reality-based rehabilitation training on cognition, motor function, and daily functioning in patients with mild cognitive impairment or dementia: A systematic review and meta-analysis

Abstract

Objective

To examine the effectiveness of virtual reality (VR)-based rehabilitation training in improving cognition, motor function, and daily functioning in patients with mild cognitive impairment and dementia.

Data sources

A systematic review of published literature was conducted using PubMed, Web of Science, Elsevier, Embase, Cochrane, CNKI, Networked Digital Library of Theses and Dissertations.

Methods

The search period was from inception to 7 October 2023. Eligible studies were randomized controlled trials evaluating the efficacy of VR-based rehabilitation training in patients with mild cognitive impairment or dementia versus control subjects. Methodologic quality was assessed with the Cochrane risk of bias tool, and outcomes were calculated as the standard mean difference between participant groups with 95% confidence interval.

Results

A total of 21 randomized controlled trials with 1138 patients were included. The meta-analysis showed that VR-based rehabilitation training had significant effects on Montreal Cognitive Assessment (SMD: 0.50; 95%CI: 0.05 to 0.95; P = 0.030), Trail-making test A (SMD: −0.38; 95%CI: −0.61 to −0.14; P = 0.002), and Berg Balance Scale scores (SMD: 0.79; 95%CI: 0.13 to 1.45; P = 0.020). A subgroup analysis revealed that the type of VR, and duration and frequency of interventions had statistically significant effects on cognition and motor function.

Conclusion

VR-based rehabilitation training is a beneficial nonpharmacologic approach for managing mild cognitive impairment or dementia. Immersive VR-based training had greater effects on cognition and motor function than non-immersive VR-based training, but non-immersive VR-based training was more convenient for patients with limitations imposed by their disease. Also, an intervention lasting 5–8 weeks and for >30 min at a frequency of ≥3 times/week achieved the best results. It indicated that a longer intervention cycle may not achieve the best intervention effect and training duration and schedule should be carefully considered when managing patients.

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[Abstract + References] Comparison of immersive and non-immersive virtual reality for upper extremity functional recovery in patients with stroke: a systematic review and network meta-analysis

Abstract

Objective

This systematic review aimed to compare the effects of immersive and non-immersive virtual reality on upper extremity function in stroke survivors by employing a network meta-analysis approach.

Data sources

MEDLINE, Embase, CINAHL Plus, APA PsycINFO, and Scopus were searched. Virtual reality was used for upper extremity rehabilitation; dose-matched conventional rehabilitation was used for comparison. Fugl-Meyer Assessment was used to assess upper extremity function. Searches were limited to English language randomized controlled trials.

Methods

Two independent reviewers conducted study selection, data extraction, and quality assessment. Methodological quality was assessed using the Physiotherapy Evidence Database scale. A random-effects frequentist network meta-analysis was conducted by assuming a common random-effects standard deviation for all comparisons in the network.

Results

Twenty randomized controlled trials with 813 participants were included, with each study evaluated as good quality. Immersive virtual reality systems were most effective at improving upper extremity function, followed by non-immersive virtual reality systems, then non-immersive gaming consoles of Microsoft Kinect and Nintendo Wii. Conventional rehabilitation was least effective. Immersive virtual reality was estimated to induce 1.39 (95% confidence interval (CI): 0.25, 2.53) and 1.38 (95% CI: 0.55, 2.20) standard mean differences of improvements in upper extremity function, compared to Nintendo Wii intervention and conventional rehabilitation, respectively.

Conclusion

This systematic review and network meta-analysis highlights the superior effects of immersive virtual reality to non-immersive virtual reality systems and gaming consoles on upper extremity motor recovery.

Notes

  1. “Cochrane Highly Sensitive Search Strategy for identifying randomized trials in MEDLINE: sensitivity-maximizing version (2008 revision); Ovid format” from Lefebvre C, Glanville J, Briscoe S, Featherstone R, Littlewood A, Marshall C, Metzendorf M-I, Noel-Storr A, Paynter R, Rader T, Thomas J, Wieland LS. Technical Supplement to Chapter 4: Searching for and selecting studies. In: Higgins JPT, Thomas J, Chandler J, Cumpston MS, Li T, Page MJ, Welch VA (eds). Cochrane handbook for systematic reviews of interventions version 6.3 (updated February 2022). Cochrane, 2022. Available from: www.training.cochrane.org/handbook.
  2. Cochrane Highly Sensitive Search Strategy for identifying controlled trials in Embase: (2020 revision); Embase.com format from Lefebvre C, Glanville J, Briscoe S, Featherstone R, Littlewood A, Marshall C, Metzendorf M-I, Noel-Storr A, Paynter R, Rader T, Thomas J, Wieland LS. Technical Supplement to Chapter 4: Searching for and selecting studies. In: Higgins JPT, Thomas J, Chandler J, Cumpston MS, Li T, Page MJ, Welch VA (eds). Cochrane handbook for systematic reviews of interventions version 6.3 (updated February 2022). Cochrane, 2022. Available from: www.training.cochrane.org/handbook.
  3. “Cochrane CINAHL-Plus filter” from Lefebvre C, Glanville J, Briscoe S, Featherstone R, Littlewood A, Marshall C, Metzendorf M-I, Noel-Storr A, Paynter R, Rader T, Thomas J, Wieland LS. Technical Supplement to Chapter 4: Searching for and selecting studies. In: Higgins JPT, Thomas J, Chandler J, Cumpston MS, Li T, Page MJ, Welch VA (eds). Cochrane handbook for systematic reviews of interventions version 6.3 (updated February 2022). Cochrane, 2022. Available from: www.training.cochrane.org/handbook.
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  5. Searching Scopus for “Randomised control trials,” NUS library, accessed June 6, 2022 https://libguides.nus.edu.sg/c.php?g=145717&p=2470589.

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[ARTICLE] Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction – Full Text

Abstract

Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exercises. This paper presents a virtual reality application that includes three serious games and that was developed for motor rehabilitation. It uses a standalone headset and the user’s hands without the need for any controller for interaction. Interacting with an immersive virtual reality environment using only natural hand gestures involves an interaction that is similar to that of real life, which would be especially desirable for patients with motor problems. A study involving 28 participants (4 with motor problems) was carried out to compare two types of interaction (hands vs. controllers). All of the participants completed the exercises. No significant differences were found in the number of attempts necessary to complete the games using the two types of interaction. The group that used controllers required less time to complete the exercise. The performance outcomes were independent of the gender and age of the participants. The subjective assessment of the participants with motor problems was not significantly different from the rest of the participants. With regard to the interaction type, the participants mostly preferred the interaction using their hands (78.5%). All four participants with motor problems preferred the hand interaction. These results suggest that the interaction with the user’s hands together with standalone headsets could improve motivation, be well accepted by motor rehabilitation patients, and help to complete exercise therapy at home.

Introduction

More than 17 million people suffer a stroke each year (Krishnamurthi et al. 2013). Due to advances in medicine, stroke mortality has been decreasing, resulting in an increasing number of survivors with motor, psychological, cognitive, social, and economic handicaps that have a negative impact on their quality of life (Lawrence et al. 2001). Six months after a stroke, a large percentage of survivors have motor deficits including hemiparesis (50%) and dependence in activities of daily living (26%) (Go et al. 2013).

At an early stage after stroke, survivors usually have access to rehabilitative care in hospitals, clinics, rehabilitation centers, and other facilities. After those first months, since most patients are medically discharged and do not have the possibility of maintaining treatments, they are encouraged by doctors and therapists to practice exercises at home. However, adherence to exercises that are performed at the patient’s home is usually low, due to lack of motivation, low tolerance for effort, fatigue, or musculoskeletal changes such as joint stiffness or spasticity (Jurkiewicz et al. 2011).

Virtual Reality (VR) with its potential for creating fun and immersive environments and games has emerged as a promising path to increase motivation and encourage survivors to practice motor rehabilitation (Dias et al. 2019; Jonsdottir et al. 2021). This path can replace boring mandatory exercises with entertaining games or activities that are highly customizable to the patient’s own hobbies and tastes. Besides increasing motivation, the use of VR with tracking technologies to monitor gestures will enable the quantification of movements. The use of additional measures for evaluating the general quality of life of patients will, in turn, provide health professionals with the possibility of monitoring the patients’ recovery.

VR has already been successfully used to help patients bear pain and withstand other disease treatments (Schneider and Hood 2007; Patterson et al. 2010; Maani et al. 2011; Baños et al. 2013) as well as to recover from stroke (Cho et al. 2014; Covarrubias et al. 2015). VR offers great potential for rehabilitation (Liu et al. 2016; Laver et al. 2017) since it motivates the patients, allows immersion in engaging virtual environments while providing multiple stimuli, and promotes the improvement of cognitive and motor capacities. Affordable sensors for gesture tracking have been studied and developed (mainly in the gaming industry), which can be explored for rehabilitation (Piron et al. 2009; Covarrubias et al. 2015). This synergy between affordable technology and the benefits it offers makes virtual reality systems tools with great potential for the rehabilitation of stroke, one of the leading causes of disability worldwide.

Telerehabilitation is a promising tool for minimizing the discontinuity of treatment after hospital discharge and for empowering patients to manage their health via interaction with remote rehabilitation professionals (Amorim et al. 2020). VR systems fulfill the fundamental principles of rehabilitation: environments with diversity in stimuli, task-oriented training, intensity, biofeedback, and motivation. All of these are fundamental factors for the success of rehabilitation therapy (Dias et al. 2019). The following benefits of using VR in rehabilitation have already been identified (Laver et al. 2017): increased motivation and collaboration of patients during rehabilitation programs, better performance, neuroplasticity stimulation, improvement of cognitive functions and of the affected limb, and greater autonomy in activities of daily life. Moreover, when combining virtual reality and traditional rehabilitation, stroke patients showed significantly greater improvement in their activities of daily life than those patients treated only with traditional rehabilitation therapy (Kim 2018). This makes VR an interesting tool for therapy. For example, VR therapies have demonstrated to be effective in pain management, in both sick and healthy subjects and have also shown to have very few side effects compared to other more aggressive therapies (Liu et al. 2016). Therefore, VR serious games could be used as a tool to train stroke survivors to monitor their health under the supervision and control of doctors.

The main objective of the work presented here is to develop and test a VR application for upper limb rehabilitation with hand interaction and visualization using a standalone headset in order to identify its strengths and limitations. Three different games were developed mapping simple gestures that are included in Enjalbert’s test (Enjalbert et al. 1988), which is a well-known scale that is used for the functional assessment of the upper limb mobility. We carried out a study to test the developed games regarding performance outcomes and subjective perception with 24 healthy people and 4 people with motor problems. The hypotheses to be corroborated in our study were the following: H1: Users will rate the games positively; H2: There will be no significant differences in the performance of the participants when using controllers or hands; H3: There will be no significant differences in the performance of the participants during the study based on their gender; H4: Participants will express their preference for the use of their hands for interaction. The remainder of this paper is organized as follows: we describe the application and the games developed. For the study, we present and discuss the main results, and finally we draw conclusions and present our ideas for future work. […]

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Fig. 1 Example of the lifting exercise.

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[Abstract] Home-based Immersive Web Rehabilitation Gaming with Audiovisual Sensors – Proceedings

ABSTRACT

Early, intensive, and repetitive physical rehabilitation is critical, but it can be difficult to keep patients motivated and engaged. The use of games in immersive reality makes physiotherapy more enjoyable and engaging. During play, many unpleasant emotions can occur as a result of interacting with the joyful activities of the game. This difficulty can be overcome by adjusting game features to the players’ emotions and body gestures. This work contributes to the Sensor Enabled Affective Computing for Enhancing Medical Care (SenseCare) project for remote home healthcare applications, and its related SenseCare KM-EP (Knowledge Management-Ecosystem Portal) Affective Computing (AC) platform. In this paper, we propose web-based Augmented Reality (AR) and Virtual Reality (VR) games for home rehabilitation deploying audiovisual sensors (e.g., Camera, Microphone, Kinect), to monitor the patient’s emotional well-being and calculate body estimation gestures during the gameplay session, with the aim of giving a quick return to the therapist. In parallel with SenseCare’s methods for audiovisual monitoring of gamers, methods for using VR and AR web-based games using the WebXR API are also introduced, and customer satisfaction was determined through an online survey, showing an 81.8% satisfaction rate.

References

  1. Hamdi Ben Abdessalem, Yan Ai, K S Marulasidda Swamy, and Claude Frasson. 2021. Virtual Reality Zoo Therapy for Alzheimer’s Disease Using Real-Time Gesture Recognition. Adv. Exp. Med. Biol. 1338, (2021), 97–105. DOI:https://doi.org/10.1007/978-3-030-78775-2_12
  2. Paula Amorim, Beatriz Sousa Santos, Paulo Dias, Samuel Silva, and Henrique Martins. 2020. Serious games for stroke telerehabilitation of upper limb-a review for future research. Int. J. telerehabilitation 12, 2 (2020), 65.
  3. Rakesh Baruah. 2021. Physics and User Interaction in A-Frame. In AR and VR Using the WebXR API: Learn to Create Immersive Content with WebGL, Three.js, and A-Frame. Apress, Berkeley, CA, 289–302. DOI:https ://doi.org/10.1007/978-1-4842-6318-1_9

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[Review] Effects of Immersive and Non-Immersive Virtual Reality on the Static and Dynamic Balance of Stroke Patients: A Systematic Review and Meta-Analysis – Full Text

Abstract

(1) Background: The development of new technologies means that the use of virtual reality is increasingly being implemented in rehabilitative approaches for adult stroke patients. Objective: To analyze the existing scientific evidence regarding the application of immersive and non-immersive virtual reality in patients following cerebrovascular incidents and their efficacy in achieving dynamic and static balance. (2) Data sources: An electronic search of the databases Medline, Cochrane Library, PEDro, Scopus, and Scielo from January 2010 to December 2020 was carried out using the terms physiotherapy, physical therapy, virtual reality, immersive virtual reality, non-immersive virtual reality, stroke, balance, static balance, and dynamic balance. Selection of studies: Randomized controlled trials in patients older than 18 developed with an adult population (>18 years old) with balance disorders as a consequence of suffering a stroke in the previous six months before therapeutic intervention, including exercises harnessing virtual reality in their interventions and evaluations of balance and published in English or Spanish, were included. A total of two hundred twenty-seven articles were found, ten of which were included for review and of these, nine were included in the subsequent meta-analysis. (3) Data extraction: Two authors selected the studies and extracted their characteristics (participants, interventions, and validation instruments) and results. The methodological quality of the studies was evaluated using the PEDro scale, and the risk of bias was determined using the Cochrane risk-of-bias tool. Data synthesis: Of the selected studies, three did not show significant improvements and seven showed significant improvements in the intervention groups in relation to the variables. (4) Conclusions: Non-immersive virtual reality combined with conventional rehabilitation could be considered as a therapeutic option. 

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[ARTICLE] Virtual reality gaming in rehabilitation after stroke – user experiences and perceptions – Full Text

Abstract

Purpose

The present study explored participants’ experiences with and perceptions of using fully immersive head-mounted virtual reality (VR) gaming as rehabilitation after stroke.

Methods

Four men and three women (median age 64 years) with chronic stroke and varying motor impairment (mild to severe) were interviewed after 10 weeks of VR training on the commercial HTC Vive system, focusing on the upper extremities. Inductive qualitative thematic analysis was performed.

Results

The analysis revealed three main themes: playing the game, benefits and effects, and personalizing the game. Playing the game encompasses both the feeling of being immersed in the game and descriptions of the gaming being motivating and fun. Benefits and effects describe the participants’ expectations of potential benefits, the importance of getting feed-back, and the impact in daily life. Personalizing the game includes finding the right game and level, and the participants’ need for support to achieve full use of the training.

Conclusions

Participants with chronic stroke described the fully immersive VR gaming intervention as a fun and motivating way to improve their functioning in everyday life. Qualitative studies are needed to explore how people with stroke perceive VR gaming when it is implemented in real clinical environments.

  • Clinical implications
  • VR gaming was perceived as a positive and motivating rehabilitation after stroke.
  • Getting feedback and perceiving benefits are essential parts of VR rehabilitation.
  • Commercial fully immersive VR-games might be an option for stroke rehabilitation when the game can be personalized and support is available.

Introduction

The development and use of both commercial and custom-made virtual reality (VR)-based gaming has increased significantly in recent years. Evidence indicates that VR gaming could be a valuable addition to standard post-stroke rehabilitation [1–3]. VR applications reportedly create engagement [4] and have led to functional improvements in people with stroke [3,5,6].

VR is a set of computer-produced images and sounds that represent a place or situation in which a person can take part [7]. Within this broad definition, a variety of different technologies have been considered as VR in healthcare settings, including console games, wearable technology, and head-mounted displays [8]. In contrast to commercial systems, which are developed with the aim of entertaining and providing high-quality engagement, the systems and games developed for rehabilitation purposes are usually customized to target the specific needs of a clinical population [9–12]. The gaming industry continues to develop games with various settings and adjustments that, together with lower prices and better technical performance, make commercial games attractive for stroke rehabilitation [6,9]. VR interventions can target many consequences of stroke, including reduced motor function, mobility, postural control, and cognitive impairments [6,13–19]. Importantly, gamification of rehabilitation (i.e. the use of game design in a non-gaming context) may increase motivation, adherence, and training dose among users [4,6]. In addition, exploitation of the neurophysiological reward mechanisms with dopaminergic system engagement can result in increased neural plasticity [20–22].

VR gaming has been demonstrated to be effective as add-on therapy for improving upper limb function in chronic stroke [1,2,6,23,24]. Users have described VR training as motivating and engaging [4,25], and this method appears to be feasible and acceptable for use in rehabilitation [26]. Prior studies have predominantly evaluated partly immersive console-based gaming or customized serious gaming rather than fully immersive head-mounted commercial off-the-shelf gaming systems [6,27]. Qualitative studies evaluating users’ experiences with fully immersive commercial head-mounted VR gaming after stroke are currently lacking. Better knowledge of users’ experiences with and perceptions of VR-based gaming will be crucial in guiding clinicians and developers in improving the use of VR in stroke rehabilitation.

In the present study, we explored participants’ experiences with and perceptions of using a commercial fully immersive head-mounted VR gaming system as a means of rehabilitation for chronic stroke.

Methods

This qualitative study was part of a larger single-case design study evaluating the effects of VR training on upper extremity functioning [28]. For transparent reporting, we used the Consolidated Criteria for Reporting Qualitative Research (COREQ) [29].

Participants

Participants were recruited through advertisements at patient organizations and support groups. The inclusion criteria were a stroke diagnosis at least 6 months prior and impaired upper extremity function. Exclusion criteria were being diagnosed with any condition other than stroke that affects upper extremity function.

The intervention study included seven participants (four men and three women) with a median age of 64 years (range, 48–74 years). All who participated in the intervention study agreed to participate in an interview after the training period. Six participants had been diagnosed with infarction, and one with hemorrhage, between 6 months to 6 years (median 2 years) prior to enrollment. Upper extremity impairment was severe in two participants, moderate in four participants, and mild in one participant according to Fugl-Meyer Assessment of Upper Extremity [30,31].

One participant exhibited some residual perceptual and cognitive deficits, and two had communication difficulties (slower in speaking). None of the participants had previously used head-mounted VR gaming, but two had previously tried Wii games. The majority of participants had a higher level of education and were Swedish, though other ethnicities were also represented. Demographic and clinical data were obtained within the intervention study protocol through an interview and clinical assessment. All participants provided written informed consent for participation prior to the study, and ethical approval was granted by the Swedish Ethical Review Authority (1075-18).

VR intervention

The VR intervention was offered three times per week for 10 weeks, with sessions lasting approximately 30–45 min. Among the participants, the actual total training time varied from 105–915 min and number of sessions from 4 to 27 [28]. All VR sessions were supervised by a researcher and held at a research facility near a university hospital within an urban area in Sweden. An assessment battery focused on upper extremity function was performed in a repetitive manner before, during, and after the intervention, following a single-case design protocol [28].

Training was performed using a commercial off-the-shelf head-mounted VR system (HTC Vive). This system provides fully immersive virtual 3 D room-scale tracking and interaction with the virtual environment through a headset and haptic hand controls. Each participant was presented with five different games: NVIDA VR funhouse, the Lab, Beat Saber, Climbey and Pierhead Arcade. The rhythm-based game Beat Saber was the most frequently used among all of the participants (Figure 1). In this game, the player holds a lightsaber in each hand and cuts blocks that are presented from different locations to the sound of music. The game difficulty is adjustable across a broad range, from extremely easy to extremely hard, and the volume of the music and special effects could be reduced to some extent to lower the risk of sensory overload. This game did not require the ability to press any buttons, which made it playable by individuals with limited finger movements. The game was designed to be played standing but could also be played while sitting. During the training, the supervising researcher was close by to determine any potential need for safety precautions.

Figure 1. Participant playing the VR-game Beat Saber.

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[ARTICLE] Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and patients with multiple sclerosis and stroke – Full Text

figure1

Abstract

Background

The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-immersive presentation (using a monitor) and a conventional treadmill training without VR to assess the usability of both systems and estimate the effects on walking speed and motivation.

Methods

In a within-subjects study design, 36 healthy participants and 14 persons with MS or stroke participated in each of the three experimental conditions (VR via HMD, VR via monitor, treadmill training without VR).

Results

For both groups, the walking speed in the HMD condition was higher than in treadmill training without VR and in the monitor condition. Healthy participants reported a higher motivation after the HMD condition as compared with the other conditions. Importantly, no side effects in the sense of simulator sickness occurred and usability ratings were high. No increases in heart rate were observed following the VR conditions. Presence ratings were higher for the HMD condition compared with the monitor condition for both user groups. Most of the healthy study participants (89%) and patients (71%) preferred the HMD-based training among the three conditions and most patients could imagine using it more frequently.

Conclusions

For the first time, the present study evaluated the usability of an immersive VR system for gait rehabilitation in a direct comparison with a semi-immersive system and a conventional training without VR with healthy participants and patients. The study demonstrated the feasibility of combining a treadmill training with immersive VR. Due to its high usability and low side effects, it might be particularly suited for patients to improve training motivation and training outcome e. g. the walking speed compared with treadmill training using no or only semi-immersive VR. Immersive VR systems still require specific technical setup procedures. This should be taken into account for specific clinical use-cases during a cost–benefit assessment.

Background

The prevalence of gait disorders resulting from neurological disorders such as multiple sclerosis (MS) and stroke is high [1,2,3] and expected to further increase in the coming years due to the demographic change [45]. Most patients with MS suffer from walking impairments as their main problem [6]. Impaired walking can occur early in the course of MS [7] and 15 years after diagnosis, 40% of patients require walking aids [8]. Of the two thirds of people who survive a stroke, more than 60% suffer from impaired walking abilities after an acute infarction and require gait rehabilitation [9,10,11].

Gait disorders can result from general muscle weakness, paresthesia, cerebellar coordination problems, general fatigue or a disorder of central gait control [12]. Typical manifestations are reduced stride length or walking speed and loss of balance control [13]. The walking limitations cause severe restraints in daily life, result in an increased risk of falling [1415], and a reduced quality of life for those affected [1617]. To maintain the patient’s independence as long as possible, a gait disorder must be managed early and consistently. Standard treatments are physical therapy or exercise therapy [1819]. An essential element of these forms of therapy is treadmill training [2021]. If required, it can be combined with body-weight-supported systems [22] or robotic assistance such as in active orthoses [2324]. Regular treadmill training can reduce motor deficits of the lower limbs and significantly improve the patients’ walking abilities [25]. In patients with stroke, it can also enhance gait symmetry, gait uniformity and walking speed [2627]. However, the training structure is based on regularity and repetition [202528]. For patients with gait disorders, who may depend on lifelong training, this training structure offers limited variety and could lead to low motivation and a lack of adherence in the long term. Treadmill training can be combined with virtual reality (VR) to increase its efficacy and the patients’ motivation, as demonstrated in several studies [28,29,30,31,32,33]. For instance, a recent study complemented a robot-assisted gait training with a semi-immersive VR presentation via a monitor [29]. At the end of an eight-week training, a 20% improvement in gait and balance was demonstrated for patients with MS. Importantly, the training with VR had positive effects on the patients’ attitudes and coping strategies for dealing with their disease. In a randomized controlled trial with patients with MS comparing conventional with VR-based treadmill training, both groups improved walking endurance and speed [30]. Persons with gait disorders caused by a stroke can also benefit from regular, VR-supported gait training [3134]. In this group of patients, the cause of an uncertain gait pattern is usually a balance impairment [35]. Targeted treadmill training in VR can help patients regain their balance and reduce their risk of falling [36]. Most previous studies with patients have used either semi-immersive or immersive VR systems [33]. Until now, no study has conducted a direct comparison of an immersive and a semi-immersive VR based treadmill training with patients with stroke and MS. For the current study, a novel VR-based treadmill training was implemented and its feasibility tested with healthy participants and patients with stroke and MS with gait disorders. The virtual scenario that was created for this study aimed at increasing motivation with an engaging storyline and gamification elements to foster the experience of relatedness, competence and autonomy [3738]. We followed a well-established development regime in medical-oriented human–computer systems. To ensure that the immersive VR treadmill training increases motivation and has no negative side effects, we conducted a first usability study with healthy participants prior to the current study [38]. In that study, the immersive VR treadmill training was compared with a conventional treadmill training without VR. For the current study, a semi-immersive VR treadmill training was added as a further control condition. This is essential to assess the advantages and disadvantages of an immersive and semi-immersive VR system, respectively—in particular, in light of the increased effort needed to setup an immersive system and possible side effects previously reported, such as simulator sickness [39]. Thus, all participants took part in three conditions in which they tested an immersive VR system (HMD), a semi-immersive VR system (presented via a monitor) and conventional treadmill training (electric treadmill with manual speed adjustment) without additional VR.

The aim of the study was to evaluate an immersive VR application for supervised gait rehabilitation of patients with MS or stroke, to test its feasibility and acceptance and to compare its effects to those of a semi-immersive application and to a conventional treadmill training. First, healthy people participated followed by persons with MS or stroke. For both studies, walking speed served as an indicator of the short-term effectiveness of the systems. Heart rate was assessed as additional objective measure before and after each condition. Furthermore, the usability of the system was systematically evaluated by the participants with questionnaires and rating scales and potential side effects, mood and motivation were assessed.[…]

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[ARTICLE] Research on Key Technologies of Hand Function Rehabilitation Training Evaluation System Based on Leap Motion – Full Text

Abstract

This paper proposes an immersive training system for patients with hand dysfunction who can perform rehabilitation training independently. The system uses Leap Motion binocular vision sensors to collect human hand information, and uses the improved PCA (Principal Component Analysis) to perform data fusion on the real-time data collected by the sensor to obtain more hands with fewer principal components, and improve the stability and accuracy of the data. Immediately, the use of improved SVM (Support Vector Machine) and KNN (K-Nearest Neighbor Algorithm) for gesture recognition and classification is proposed to enable patients to perform rehabilitation training more effectively. Finally, the effective evaluation results of the rehabilitation effect of patients by the idea of AHP (Analytic Hierarchy Process) are taken as necessary reference factors for doctors to follow up treatment. Various experimental results show that the system has achieved the expected results and has a good application prospect.

1. Introduction

According to the data in the report of stroke prevention and treatment in China in 2019, the number of stroke patients over the age of 40 reached 12.42 million. At present, the number of patients in China continues to grow at a rate of 12% per year, bringing heavy burden to patients’ families and this society. There are currently 17 million new stroke patients worldwide each year (equivalent to the total population of Beijing), 6.5 million deaths from strokes each year, and 26 million surviving stroke patients worldwide (equivalent to that of a European country’s total population). Everyone has a one-sixth chance to be related to stroke. Stroke is an acute cerebrovascular disease with high morbidity, high mortality and high disability. It is the leading cause of disability in Chinese adults. Stroke finger weakness or poor movement affects the patient’s normal rehabilitation progress. Stroke rehabilitation has become a major problem for stroke patients [1], so how to use modern human-computer interaction technology to play a certain key to the rehabilitation of patients, compared with large and expensive machinery and equipment, is more important and simpler, and at the same time, it can be afforded by most patients. Under this background, the key technology of hand function rehabilitation evaluation system based on new somatosensory equipment is proposed in Research.

In recent years, with the maturity of the computer level all over the world, human-computer interaction based on virtual reality technology has also become the focus of research. In-depth research on the existing new body-sensing device Leap Motion is also a problem that many scientists are keen on. In 2019, Z. W. Zhu [2] used Kinect to introduce the Bhattacharyya distance into the Bayesian Perceptual Hidden Markov Model to develop a depth image-based gesture recognition system, and verified the superiority of the system, but overall, Kinect gesture recognition is far less accurate and reliable than Leap Motion. In 2019, P. Sun [3] and others used a combination of principal component analysis and support vector machine to classify and recognize static gesture pictures. The results show that the algorithm has certain application value. The disadvantage is that the system only uses gesture images. Simple identification and classification have been performed. The accuracy needs to be improved, and no specific application scenario is mentioned. In 2017, C. X. Tang [4] used the effective combination of multiple sensors to reduce the decline in gesture recognition rate due to occlusion and other factors, thereby effectively improving the recognition rate. However, for the joint effect of multiple Leap Motion, there is still no more convincing experimental proof. In 2016, Z. H. Liu [5] of Donghua University and others used Leap Motion and PC to build a low-cost stroke upper limb rehabilitation and evaluation system. Patients completed training tasks and achieved a certain degree of rehabilitation under the guidance of virtual games. The rehabilitation evaluation system only uses the example of Leap Motion’s official website, and does not reflect the detailed evaluation scores in real-time rehabilitation with real patients, which is highly subjective. In 2015, J. T. Hu [6] improved the static and dynamic gesture recognition algorithms of Leap Motion, and also applied them to some simple daily activities. However, the types of gestures that can be recognized are too simple, and the accuracy is still slightly insufficient.

To sum up, there is currently no system for efficient rehabilitation training for patients with hand dysfunction and the training results are recorded and fed back to the doctor in real time. This paper proposes the key technology research of hand function rehabilitation training system based on Leap Motion. The real-time rehabilitation training information collected by Leap Motion is used to effectively identify and classify the optimized PCA and SVM. This not only avoids the problem of low recognition rate caused by Leap Motion, but also overcomes the problem of losing gesture information caused by simply using an algorithm, and accurately improves the recognition rate of gestures. Then, the effect of rehabilitation training on patients is evaluated with the idea of AHP, so that doctors can grasp the rehabilitation information of patients at any time. In order to achieve more effective rehabilitation of patients’ hand function training.

2. Design and Implementation of Hand Rehabilitation Training System

Leap Motion is a new type of somatosensory device [7], which adopts the principle of infrared binocular vision and uses infrared LED and cameras to complete the recognition and tracking of human hand movements in a way different from other motion control technologies. The two built-in cameras can capture the information in the shape of an inverted pyramid between 25 – 600 ms above, as shown in Figure 1. Leap Motion uses triangulation to locate the position information of the hand in three dimensions. The basic unit of its collection is frame, with an average capture accuracy of 0.7 mm. At the same time, it records and tracks hand movement data at a rate of 200 frames per second. Each frame of data contains the position information of the key parts of the hand, including palm movement speed, palm normal vector, finger orientation and so on. This accuracy is much higher than Microsoft’s Kinect, and has higher acquisition efficiency and accuracy.

Leap Motion transmits the captured static gesture position, vector information, and dynamic gesture movement information to the computer for subsequent processing and gesture extraction and recognition through the USB interface [8]. The specific gesture recognition process is shown in Figure 2.

Figure 1. Leap Motion mapping range map.

Figure 2. Leap Motion gesture recognition flowchart.

Among them, Leap Motion’s most important steps in gesture recognition are gesture segmentation, gesture analysis and tracking, and gesture recognition. The role of gesture segmentation is to separate the required gestures from the surrounding environmental factors, so as to better realize the recognition of gestures; the role of gesture analysis and tracking is to obtain the feature information and motion characteristics of the gestures, thereby ensuring the subsequent algorithms Robustness; the role of gesture recognition is to accurately classify various types of gestures, and it is also the most critical step to make the type of gesture required to play a better role in applications based on gesture recognition.[…]

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[ARTICLE] Efficacy and Brain Imaging Correlates of an Immersive Motor Imagery BCI-Driven VR System for Upper Limb Motor Rehabilitation: A Clinical Case Report – Full Text

To maximize brain plasticity after stroke, a plethora of rehabilitation strategies have been explored. These include the use of intensive motor training, motor-imagery (MI), and action-observation (AO). Growing evidence of the positive impact of virtual reality (VR) techniques on recovery following stroke has been shown. However, most VR tools are designed to exploit active movement, and hence patients with low level of motor control cannot fully benefit from them. Consequently, the idea of directly training the central nervous system has been promoted by utilizing MI with electroencephalography (EEG)-based brain-computer interfaces (BCIs). To date, detailed information on which VR strategies lead to successful functional recovery is still largely missing and very little is known on how to optimally integrate EEG-based BCIs and VR paradigms for stroke rehabilitation. The purpose of this study was to examine the efficacy of an EEG-based BCI-VR system using a MI paradigm for post-stroke upper limb rehabilitation on functional assessments, and related changes in MI ability and brain imaging. To achieve this, a 60 years old male chronic stroke patient was recruited. The patient underwent a 3-week intervention in a clinical environment, resulting in 10 BCI-VR training sessions. The patient was assessed before and after intervention, as well as on a one-month follow-up, in terms of clinical scales and brain imaging using functional MRI (fMRI). Consistent with prior research, we found important improvements in upper extremity scores (Fugl-Meyer) and identified increases in brain activation measured by fMRI that suggest neuroplastic changes in brain motor networks. This study expands on the current body of evidence, as more data are needed on the effect of this type of interventions not only on functional improvement but also on the effect of the intervention on plasticity through brain imaging.

Introduction

Worldwide, stroke is a leading cause of adult long-term disability (Mozaffarian et al., 2015). From those who survive, an increased number is suffering with severe cognitive and motor impairments, resulting in loss of independence in their daily life such as self-care tasks and participation in social activities (Miller et al., 2010). Rehabilitation following stroke is a multidisciplinary approach to disability which focuses on recovery of independence. There is increasing evidence that chronic stoke patients maintain brain plasticity, meaning that there is still potential for additional recovery (Page et al., 2004). Traditional motor rehabilitation is applied through physical therapy and/or occupational therapy. Current approaches of motor rehabilitation include functional training, strengthening exercises, and range of movement exercises. In addition, techniques based on postural control, stages of motor learning, and movement patterns have been proposed such as in the Bobath concept and Bunnstrom approach (amongst others) (Bobath, 1990). After patients complete subacute rehabilitation programs, many still show significant upper limb motor impairment. This has important functional implications that ultimately reduce their quality of life. Therefore, alternative methods to maximize brain plasticity after stroke need to be developed.

So far, there is growing evidence that action observation (AO) (Celnik et al., 2008) and motor imagery (MI) improve motor function (Mizuguchi and Kanosue, 2017) but techniques based on this paradigm are not widespread in clinical settings. As motor recovery is a learning process, the potential of MI as a training paradigm relies on the availability of an efficient feedback system. To date, a number of studies have demonstrated the positive impact of virtual-reality (VR) based on neuroscientific grounds on recovery, with proven effectiveness in the stroke population (Bermúdez i Badia et al., 2016). However, patients with no active movement cannot benefit from current VR tools due to low range of motion, pain, fatigue, etc. (Trompetto et al., 2014). Consequently, the idea of directly training the central nervous system was promoted by establishing an alternative pathway between the user’s brain and a computer system.

This is possible by using electroencephalography (EEG)-based Brain-Computer Interfaces (BCIs), since they can provide an alternative non-muscular channel for communication and control to the external world (Wolpaw et al., 2002), while they could also provide a cost-effective solution for training (Vourvopoulos and Bermúdez, 2016b). In rehabilitation, BCIs could offer a unique tool for rehabilitation since they can stimulate neural networks through the activation of mirror neurons (Rizzolatti and Craighero, 2004) by means of action-observation (Kim et al., 2016), motor-intent and motor-imagery (Neuper et al., 2009), that could potentially lead to post-stroke motor recovery. Thus, BCIs could provide a backdoor to the activation of motor neural circuits that are not stimulated through traditional rehabilitation techniques.

In EEG-based BCI systems for motor rehabilitation, Alpha (8–12 Hz) and Beta (12–30 Hz) EEG rhythms are utilized since they are related to motor planning and execution (McFarland et al., 2000). During a motor attempt or motor imagery, the temporal pattern of the Alpha rhythms desynchronizes. This rhythm is also named Rolandic Mu-rhythm or the sensorimotor rhythm (SMR) because of its localization over the sensorimotor cortices. Mu-rhythms are considered indirect indications of functioning of the mirror neuron system and general sensorimotor activity (Kropotov, 2016). These are often detected together with Beta rhythm changes in the form of an event-related desynchronization (ERD) when a motor action is executed (Pfurtscheller and Lopes da Silva, 1999). These EEG patterns are primarily detected during task-based EEG (e.g., when the participant is actively moving or imagining movement) and they are of high importance in MI-BCIs for motor rehabilitation.

A meta-analysis of nine studies (combined N = 235, sample size variation 14 to 47) evaluated the clinical effectiveness of BCI-based rehabilitation of patients with post-stroke hemiparesis/hemiplegia and concluded that BCI technology could be effective compared to conventional treatment (Cervera et al., 2018). This included ischemic and hemorrhagic stroke in both subacute and chronic stages of stoke, between 2 to 8 weeks. Moreover, there is evidence that BCI-based rehabilitation promotes long-lasting improvements in motor function of chronic stroke patients with severe paresis (Ramos-Murguialday et al., 2019), while overall BCI’s are starting to prove their efficacy as rehabilitative technologies in patients with severe motor impairments (Chaudhary et al., 2016).

The feedback modalities used for BCI motor rehabilitation include: non-embodied simple two-dimensional tariffs on a screen (Prasad et al., 2010Mihara et al., 2013), embodied avatar representation of the patient on a screen or with augmented reality (Holper et al., 2010Pichiorri et al., 2015), neuromuscular electrical stimulation (NMES) (Kim et al., 2016Biasiucci et al., 2018). and robotic exoskeletal orthotic movement facilitation (Ramos-Murguialday et al., 2013Várkuti et al., 2013Ang et al., 2015). In addition, it has been shown that multimodal feedback lead to a significantly better performance in motor-imagery (Sollfrank et al., 2016) but also multimodal feedback combined with motor-priming, (Vourvopoulos and Bermúdez, 2016a). However, there is no evidence which modalities are more efficient in stroke rehabilitation are.

Taking into account all previous findings in the effects of multimodal feedback in MI training, the purpose of this case study is to examine the effect of the MI paradigm as a treatment for post-stroke upper limb motor dysfunction using the NeuRow BCI-VR system. This is achieved through the acquisition of clinical scales, dynamics of EEG during the BCI treatment, and brain activation as measured by functional MRI (fMRI). NeuRow is an immersive VR environment for MI-BCI training that uses an embodied avatar representation of the patient arms and haptic feedback. The combination of MI-BCIs with VR can reinforce activation of motor brain areas, by promoting the illusion of physical movement and the sense of embodiment in VR (Slater, 2017), and hence further engaging specific neural networks and mobilizing the desired neuroplastic changes. Virtual representation of body parts paves the way to include action observation during treatment. Moreover, haptic feedback is added since a combination of feedback modalities could prove to be more effective in terms of motor-learning (Sigrist et al., 2013). Therefore, the target of this system is to be used by patients with low or no levels of motor control. With this integrated BCI-VR approach, severe cases of stroke survivors may be admitted to a VR rehabilitation program, complementing traditional treatment.

Methodology

Patient Profile

In this pilot study we recruited a 60 years old male patient with left hemiparesis following cerebral infarct in the right temporoparietal region 10 months before. The participant had corrected vision through eyewear, he had 4 years of schooling and his experience with computers was reported as low. Moreover, the patient was on a low dose of diazepam (5 mg at night to help sleep), dual antiplatelet therapy, anti-hypertensive drug and metformin. Hemiparesis was associated with reduced dexterity and fine motor function; however, sensitivity was not affected. Other sequelae of the stroke included hemiparetic gait and dysarthria. Moreover, a mild cognitive impairment was identified which did not interfere with his ability to perform the BCI-VR training. The patient had no other relevant comorbidities. Finally, the patient was undergoing physiotherapy and occupational therapy at the time of recruitment and had been treated with botulinum toxin infiltration 2 months before due to focal spasticity of the biceps brachii.

Intervention Protocol

The patient underwent a 3-weeks intervention with NeuRow, resulting in 10 BCI sessions of a 15 min of exposure in VR training per session. Clinical scales, motor imagery capability assessment, and functional -together with structural- MRI data had been gathered in three time-periods: (1) before (serving as baseline), (2) shortly after the intervention and (3) one-month after the intervention (to assess the presence of long-term changes). Finally, electroencephalographic (EEG) data had been gathered during all sessions, resulting in more than 20 datasets of brain electrical activity.

The experimental protocol was designed in collaboration with the local healthcare system of Madeira, Portugal (SESARAM) and approved by the scientific and ethic committees of the Central Hospital of Funchal. Finally, written informed consent was obtained from the participant upon recruitment for participating to the study but also for the publication of the case report in accordance with the 1964 Declaration of Helsinki.

Assessment Tools

A set of clinical scales were acquired including the following:

1. Montreal Cognitive Assessment (MoCA). MoCA is a cognitive screening tool, with a score range between 0 and 30 (a score greater than 26 is considered to be normal) validated also for the Portuguese population, (Nasreddine et al., 2005).

2. Modified Ashworth scale (MAS). MAS is a 6-point rating scale for measuring spasticity. The score range is 0, 1, 1+, 2, 3, and 4 (Ansari et al., 2008).

3. Fugl-Meyer Assessment (FMA). FMA is a stroke specific scale that assesses motor function, sensation, balance, joint range of motion and joint pain. The motor domain for the upper limb has a maximum score of 66 (Fugl-Meyer et al., 1975).

4. Stroke Impact Scale (SIS). SIS is a subjective scale of the perceived stroke impact and recovery as reported by the patient, validated for the Portuguese population. The score of each domain of the questionnaire ranges from 0 to 100 (Duncan et al., 1999).

5. Vividness of Movement Imagery Questionnaire (VMIQ2). VMIQ2 is an instrument that assess the capability of the participant to perform imagined movements from external perspective (EVI), internal perspective imagined movements (IVI) and finally, kinesthetic imagery (KI) (Roberts et al., 2008).

NeuRow BCI-VR System

EEG Acquisition

For EEG data acquisition, the Enobio 8 (Neuroelectrics, Barcelona, Spain) system was used. Enobio is a wearable wireless EEG sensor with 8 EEG channels for the recording and visualization of 24-bit EEG data at 500 Hz and a triaxial accelerometer. The spatial distribution of the electrodes followed the 10–20 system configuration (Klem et al., 1999) with the following electrodes over the somatosensory and motor areas: Frontal-Central (FC5, FC6), Central (C1, C2, C3, C4), and Central-Parietal (CP5, CP6) (Figure 1A). The EEG system was connected via Bluetooth to a dedicated desktop computer, responsible for the EEG signal processing and classification, streaming the data via UDP through the Reh@Panel (RehabNet Control Panel) for controlling the virtual environment. The Reh@Panel is a free tool that acts as a middleware between multiple interfaces and virtual environments (Vourvopoulos et al., 2013).

FIGURE 1

Figure 1. Experimental setup, including: (A) the wireless EEG system; (B) the Oculus HMD, together with headphones reproducing the ambient sound from the virtual environment; (C) the vibrotactile modules supported by a custom-made table-tray, similar to the wheelchair trays used for support; (D) the visual feedback with NeuRow game. A written informed consent was obtained for the publication of this image.

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