Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke

Journal of NeuroEngineering and Rehabilitation, May 2016

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.

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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)


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Carolina Colomer, Roberto Llorens, Enrique Noé, Mariano Alcañiz. Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke, Journal of NeuroEngineering and Rehabilitation, 2016, pp. 45, 13, DOI: 10.1186/s12984-016-0153-6