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Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study

OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor performance and balance of a child with cerebral palsy (CP). CASE DESCRIPTION: To comply with the proposed objectives, a 7-year old child with spastic hemiplegic cerebral palsy (CP), GMFCS level I, wa...

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Autores principales: Pavão, Silvia Leticia, Arnoni, Joice Luiza Bruno, de Oliveira, Alyne Kalyane Câmara, Rocha, Nelci Adriana Cicuto Ferreira
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Sociedade de Pediatria de São Paulo 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4311794/
https://www.ncbi.nlm.nih.gov/pubmed/25511004
http://dx.doi.org/10.1016/j.rpped.2014.04.005
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author Pavão, Silvia Leticia
Arnoni, Joice Luiza Bruno
de Oliveira, Alyne Kalyane Câmara
Rocha, Nelci Adriana Cicuto Ferreira
author_facet Pavão, Silvia Leticia
Arnoni, Joice Luiza Bruno
de Oliveira, Alyne Kalyane Câmara
Rocha, Nelci Adriana Cicuto Ferreira
author_sort Pavão, Silvia Leticia
collection PubMed
description OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor performance and balance of a child with cerebral palsy (CP). CASE DESCRIPTION: To comply with the proposed objectives, a 7-year old child with spastic hemiplegic cerebral palsy (CP), GMFCS level I, was submitted to a physiotherapy intervention protocol of 12 45-minute sessions, twice a week, using virtual reality-based therapy. The protocol used a commercially-available console (XBOX(r)360 Kinect((r))) able to track and reproduce body movements on a screen. Prior to the intervention protocol, the child was evaluated using the Motor Development Scale (MDS) and the Pediatric Balance Scale (PBS) in order to assess motor development and balance, respectively. Two baseline assessments with a 2-week interval between each other were carried out for each tool. Then, the child was re-evaluated after the twelfth session. The results showed no changes in the two baseline scores. After the intervention protocol, the child improved his scores in both tools used: the PBS score increased by 3 points, reaching the maximal score, and the MDS increased from a much inferior motor performance to just an inferior motor performance. COMMENTS: The evidence presented in this case supports the use of virtual reality as a promising tool to be incorporated into the rehabilitation process of patients with neuromotor dysfunction.
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spelling pubmed-43117942015-02-03 Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study Pavão, Silvia Leticia Arnoni, Joice Luiza Bruno de Oliveira, Alyne Kalyane Câmara Rocha, Nelci Adriana Cicuto Ferreira Rev Paul Pediatr Case Report OBJECTIVE: To verify the effect of an intervention protocol using virtual reality (VR) on the motor performance and balance of a child with cerebral palsy (CP). CASE DESCRIPTION: To comply with the proposed objectives, a 7-year old child with spastic hemiplegic cerebral palsy (CP), GMFCS level I, was submitted to a physiotherapy intervention protocol of 12 45-minute sessions, twice a week, using virtual reality-based therapy. The protocol used a commercially-available console (XBOX(r)360 Kinect((r))) able to track and reproduce body movements on a screen. Prior to the intervention protocol, the child was evaluated using the Motor Development Scale (MDS) and the Pediatric Balance Scale (PBS) in order to assess motor development and balance, respectively. Two baseline assessments with a 2-week interval between each other were carried out for each tool. Then, the child was re-evaluated after the twelfth session. The results showed no changes in the two baseline scores. After the intervention protocol, the child improved his scores in both tools used: the PBS score increased by 3 points, reaching the maximal score, and the MDS increased from a much inferior motor performance to just an inferior motor performance. COMMENTS: The evidence presented in this case supports the use of virtual reality as a promising tool to be incorporated into the rehabilitation process of patients with neuromotor dysfunction. Sociedade de Pediatria de São Paulo 2014-12 /pmc/articles/PMC4311794/ /pubmed/25511004 http://dx.doi.org/10.1016/j.rpped.2014.04.005 Text en http://creativecommons.org/licenses/by/4.0/ This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License, which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Case Report
Pavão, Silvia Leticia
Arnoni, Joice Luiza Bruno
de Oliveira, Alyne Kalyane Câmara
Rocha, Nelci Adriana Cicuto Ferreira
Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title_full Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title_fullStr Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title_full_unstemmed Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title_short Impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
title_sort impact of a virtual reality-based intervention on motor performance and balance of a child with cerebral palsy: a case study
topic Case Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4311794/
https://www.ncbi.nlm.nih.gov/pubmed/25511004
http://dx.doi.org/10.1016/j.rpped.2014.04.005
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