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Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study

BACKGROUND: Rehabilitation is crucial for maximizing recovery after stroke. Rehabilitation activities that are fun and rewarding by themselves can be more effective than those who are not. Gamification with virtual reality (VR) exploits this principle. This single-case design study probes the potent...

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Autores principales: Erhardsson, Mattias, Alt Murphy, Margit, Sunnerhagen, Katharina S.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7686731/
https://www.ncbi.nlm.nih.gov/pubmed/33228710
http://dx.doi.org/10.1186/s12984-020-00788-x
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author Erhardsson, Mattias
Alt Murphy, Margit
Sunnerhagen, Katharina S.
author_facet Erhardsson, Mattias
Alt Murphy, Margit
Sunnerhagen, Katharina S.
author_sort Erhardsson, Mattias
collection PubMed
description BACKGROUND: Rehabilitation is crucial for maximizing recovery after stroke. Rehabilitation activities that are fun and rewarding by themselves can be more effective than those who are not. Gamification with virtual reality (VR) exploits this principle. This single-case design study probes the potential for using commercial off-the-shelf, room-scale head-mounted virtual reality for upper extremity rehabilitation in individuals with chronic stroke, the insights of which can inform further research. METHODS: A heterogeneous volunteer sample of seven participants living with stroke were recruited through advertisement. A single-case design was employed with a 5-week baseline (A), followed by a 10-week intervention (B) and a 6-month follow-up. Upper extremity motor function was assessed with validated kinematic analysis of drinking task. Activity capacity was assessed with Action Research Arm Test, Box and Block Test and ABILHAND questionnaire. Assessments were done weekly and at follow-up. Playing games on a VR-system with head-mounted display (HTC Vive) was used as rehabilitation intervention. Approximately 300 games were screened and 6 tested. Visual analysis and Tau-U statistics were used to interpret the results. RESULTS: Visual analysis of trend, level shift and overlap as well as Tau-U statistics indicated improvement of Action Research Arm Test in six participants. Four of these had at least a moderate Tau-U score (0.50–0.92), in at least half of the assessed outcomes. These four participants trained a total of 361 to 935 min. Two out of four participants who were able to perform the drinking task, had the highest training dose (> 900 min) and showed also improvements in kinematics. The predominant game played was Beat Saber. No serious adverse effects related to the study were observed, one participant interrupted the intervention phase due to a fall at home. CONCLUSIONS: This first study of combining commercial games, a commercial head-mounted VR, and commercial haptic hand controls, showed promising results for upper extremity rehabilitation in individuals with chronic stroke. By being affordable yet having high production values, as well as being an easily accessible off-the-shelf product, this variant of VR technology might facilitate widespread adaption. Insights garnered in this study can facilitate the execution of future studies. Trial registration The study was registered at researchweb.org (project number 262331, registered 2019-01-30, https://www.researchweb.org/is/vgr/project/262331) prior to participant enrolment.
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spelling pubmed-76867312020-11-25 Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study Erhardsson, Mattias Alt Murphy, Margit Sunnerhagen, Katharina S. J Neuroeng Rehabil Research BACKGROUND: Rehabilitation is crucial for maximizing recovery after stroke. Rehabilitation activities that are fun and rewarding by themselves can be more effective than those who are not. Gamification with virtual reality (VR) exploits this principle. This single-case design study probes the potential for using commercial off-the-shelf, room-scale head-mounted virtual reality for upper extremity rehabilitation in individuals with chronic stroke, the insights of which can inform further research. METHODS: A heterogeneous volunteer sample of seven participants living with stroke were recruited through advertisement. A single-case design was employed with a 5-week baseline (A), followed by a 10-week intervention (B) and a 6-month follow-up. Upper extremity motor function was assessed with validated kinematic analysis of drinking task. Activity capacity was assessed with Action Research Arm Test, Box and Block Test and ABILHAND questionnaire. Assessments were done weekly and at follow-up. Playing games on a VR-system with head-mounted display (HTC Vive) was used as rehabilitation intervention. Approximately 300 games were screened and 6 tested. Visual analysis and Tau-U statistics were used to interpret the results. RESULTS: Visual analysis of trend, level shift and overlap as well as Tau-U statistics indicated improvement of Action Research Arm Test in six participants. Four of these had at least a moderate Tau-U score (0.50–0.92), in at least half of the assessed outcomes. These four participants trained a total of 361 to 935 min. Two out of four participants who were able to perform the drinking task, had the highest training dose (> 900 min) and showed also improvements in kinematics. The predominant game played was Beat Saber. No serious adverse effects related to the study were observed, one participant interrupted the intervention phase due to a fall at home. CONCLUSIONS: This first study of combining commercial games, a commercial head-mounted VR, and commercial haptic hand controls, showed promising results for upper extremity rehabilitation in individuals with chronic stroke. By being affordable yet having high production values, as well as being an easily accessible off-the-shelf product, this variant of VR technology might facilitate widespread adaption. Insights garnered in this study can facilitate the execution of future studies. Trial registration The study was registered at researchweb.org (project number 262331, registered 2019-01-30, https://www.researchweb.org/is/vgr/project/262331) prior to participant enrolment. BioMed Central 2020-11-23 /pmc/articles/PMC7686731/ /pubmed/33228710 http://dx.doi.org/10.1186/s12984-020-00788-x Text en © The Author(s) 2020 Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. 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 in a credit line to the data.
spellingShingle Research
Erhardsson, Mattias
Alt Murphy, Margit
Sunnerhagen, Katharina S.
Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title_full Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title_fullStr Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title_full_unstemmed Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title_short Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
title_sort commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7686731/
https://www.ncbi.nlm.nih.gov/pubmed/33228710
http://dx.doi.org/10.1186/s12984-020-00788-x
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