Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke
Effect of a mixed reality-based intervention on
arm, hand, and finger function on chronic stroke
Colomer et al.
Colomer et al. Journal of NeuroEngineering and Rehabilitation (2016) 13:45
DOI 10.1186/s12984-016-0153-6
Colomer et al. Journal of NeuroEngineering and Rehabilitation (2016) 13:45
DOI 10.1186/s12984-016-0153-6
RESEARCH
Open Access
Effect of a mixed reality-based intervention
on arm, hand, and finger function on
chronic stroke
Carolina Colomer1, Roberto Llorens1,2*, Enrique Noé1 and Mariano Alcañiz2,3
Abstract
Background: Virtual and mixed reality systems have been suggested to promote motor recovery after stroke. Basing on
the existing evidence on motor learning, we have developed a portable and low-cost mixed reality tabletop system that
transforms a conventional table in a virtual environment for upper limb rehabilitation. The system allows intensive and
customized training of a wide range of arm, hand, and finger movements and enables interaction with tangible objects,
while providing audiovisual feedback of the participants’ performance in gamified tasks. This study evaluates the clinical
effectiveness and the acceptance of an experimental intervention with the system in chronic stroke survivors.
Methods: Thirty individuals with stroke were included in a reversal (A-B-A) study. Phase A consisted of 30 sessions
of conventional physical therapy. Phase B consisted of 30 training sessions with the experimental system. Both
interventions involved flexion and extension of the elbow, wrist, and fingers, and grasping of different objects.
Sessions were 45-min long and were administered three to five days a week. The body structures (Modified Ashworth
Scale), functions (Motricity Index, Fugl-Meyer Assessment Scale), activities (Manual Function Test, Wolf Motor Function
Test, Box and Blocks Test, Nine Hole Peg Test), and participation (Motor Activity Log) were assessed before and after
each phase. Acceptance of the system was also assessed after phase B (System Usability Scale, Intrinsic Motivation
Inventory).
Results: Significant improvement was detected after the intervention with the system in the activity, both in arm
function measured by the Wolf Motor Function Test (p < 0.01) and finger dexterity measured by the Box and Blocks Test
(p < 0.01) and the Nine Hole Peg Test (p < 0.01); and participation (p < 0.01), which was maintained to the end of the
study. The experimental system was reported as highly usable, enjoyable, and motivating.
Conclusions: Our results support the clinical effectiveness of mixed reality interventions that satisfy the motor learning
principles for upper limb rehabilitation in chronic stroke survivors. This characteristic, together with the low cost of the
system, its portability, and its acceptance could promote the integration of these systems in the clinical practice as an
alternative to more expensive systems, such as robotic instruments.
Keywords: Stroke, Upper limb, Hemiparesis, Physical therapy, Virtual reality, Augmented reality, Tabletop systems
* Correspondence:
1
Servicio de Neurorrehabilitación y Daño Cerebral de los Hospitales NISA.
Fundación Hospitales NISA, Valencia, Spain
2
Instituto Interuniversitario de Investigación en Bioingeniería y Tecnología
Orientada al Ser Humano, Universitat Politècnica de València, Camino de
Vera s/n, Valencia 46022, Spain
Full list of author information is available at the end of the article
© 2016 Colomer et al. Open Access This article is distributed under the terms of the Creative Commons Attribution 4.0
International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and
reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to
the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver
(http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
Colomer et al. Journal of NeuroEngineering and Rehabilitation (2016) 13:45
Background
Motor impairments are a common consequence of stroke
and a major cause of disability [1]. Specifically, upper limb
paresis is among the most significant deficits and represents an important obstacle for independence [2]. Impairment of upper limb motor function is present in more
than 80 % of stroke survivors, and moderate dexterity
after six months is only expected in 30 to 40 % of the
cases [3].
It is commonly assumed that recovery of motor function after a brain injury involves neural reorganization of
spared areas in both hemispheres to take over functions
previously driven by the injured areas [4]. In fact, brain
plasticity and behavior are interrelated: on one hand, behavior is a result of reorganized brain activity [1, 4]; on
the other hand, adaptive neural reorganization is driven
by skill-dependent experiences and behavior [4]. Nevertheless, reorganization is not driven by mere repetition.
It only occurs when the experience implies learning [4].
Therefore, it can be deduced that motor rehabilitation
should focus on driving plasticity by experiences that
mean a challenge for the motor skills of the patients. In
addition, motor learning principles, such as intensity,
repetition, task-orientation, and feedback have proven to
modulate the functional improvement after stroke [5–9].
Virtual Reality (VR) is an especially interesting research
field since it allows to create computer-generated environments and provide customized experiences involving different sensory channels, commonly sight, hearing, and/or
touch [10]. An increasing number of studies report promising results of its application to motor rehabilitation after
stroke [10, 11], specifically for upper limb [11–13]. First,
movement kinematics when reaching, grasping, transporting, and releasing objects in a virtual environment are
comparable to those in the physical world, thus suggesting
that the training of arm movements in VR can be a feasible alternative [14]. Second, VR has been shown effective
at improving upper limb movements for reaching and
grasping tasks involving proximal segments and global
arm movements, in individuals with stroke in both acute
and chronic stages [11, 13]. Third, distal fine motor control has also been effectively improved using VR, generally
combined with robotic-like devices [2, 15, 16]. Fourth,
controlled trials suggest that VR may be beneficial to improve upper limb function and performance in activities
of daily living, to a greater extent than same dosage of
conventional therapy [3]. Finally, mixed-reality systems
involving virtual and tangible objects may be useful in improving both functionality and the kinematics of reaching
[17, 18]. Mixed-reality systems are particularly interesting
because they combine interesting features of VR with tangible objects that subjects must manipulate. For instance,
proprioceptive (...truncated)