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Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report

RATIONALE: We report the possible therapeutic efficacy of immersive virtual reality (VR) rehabilitation for the treatment of ideomotor apraxia in a patient with stroke. PATIENT CONCERNS: A 56-year-old man with sudden weakness of his left side caused by right frontal, parietal, and corpus callosal in...

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Autores principales: Park, Wookyung, Kim, Jongwook, Kim, MinYoung
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Lippincott Williams & Wilkins 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8284726/
https://www.ncbi.nlm.nih.gov/pubmed/34260571
http://dx.doi.org/10.1097/MD.0000000000026657
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author Park, Wookyung
Kim, Jongwook
Kim, MinYoung
author_facet Park, Wookyung
Kim, Jongwook
Kim, MinYoung
author_sort Park, Wookyung
collection PubMed
description RATIONALE: We report the possible therapeutic efficacy of immersive virtual reality (VR) rehabilitation for the treatment of ideomotor apraxia in a patient with stroke. PATIENT CONCERNS: A 56-year-old man with sudden weakness of his left side caused by right frontal, parietal, and corpus callosal infarction was transferred to rehabilitation medicine center for intensive rehabilitation. Although his left-sided weakness had almost subsided 10 days after the onset of symptoms, he presented difficulty using his left hand and required assistance in most activities of daily living. DIAGNOSES: Ideomotor apraxia in a patient with right hemispheric infarction. INTERVENTIONS: VR content was displayed to the study participants using a head-mounted display that involved catching of moving fish in the sea by grasping. Before and after of rehabilitative intervention including VR, functional measurements incorporating the Test of Upper Limb Apraxia (TULIA) were conducted. To directly compare therapeutic potencies under different conditions, success rates of consecutive grasping gesture performance were observed in VR, conventional occupational therapy setting, and augmented reality intervention. OUTCOMES: The patient demonstrated remarkable amelioration of apraxic symptoms while performing the task in the VR environment. At 1 and 3 months after the training, he showed significant improvement in most functions, and the TULIA score increased to 176 from 121 at the initiation of therapy. The number of successful grasps during 30 trials of each grasp trial was 28 in VR, 8 in the occupational therapy setting, and 20 in augmented reality. LESSONS: This case report suggests the possible therapeutic efficacy of immersive VR training as a rehabilitative measure for ideomotor apraxia.
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spelling pubmed-82847262021-07-19 Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report Park, Wookyung Kim, Jongwook Kim, MinYoung Medicine (Baltimore) 6300 RATIONALE: We report the possible therapeutic efficacy of immersive virtual reality (VR) rehabilitation for the treatment of ideomotor apraxia in a patient with stroke. PATIENT CONCERNS: A 56-year-old man with sudden weakness of his left side caused by right frontal, parietal, and corpus callosal infarction was transferred to rehabilitation medicine center for intensive rehabilitation. Although his left-sided weakness had almost subsided 10 days after the onset of symptoms, he presented difficulty using his left hand and required assistance in most activities of daily living. DIAGNOSES: Ideomotor apraxia in a patient with right hemispheric infarction. INTERVENTIONS: VR content was displayed to the study participants using a head-mounted display that involved catching of moving fish in the sea by grasping. Before and after of rehabilitative intervention including VR, functional measurements incorporating the Test of Upper Limb Apraxia (TULIA) were conducted. To directly compare therapeutic potencies under different conditions, success rates of consecutive grasping gesture performance were observed in VR, conventional occupational therapy setting, and augmented reality intervention. OUTCOMES: The patient demonstrated remarkable amelioration of apraxic symptoms while performing the task in the VR environment. At 1 and 3 months after the training, he showed significant improvement in most functions, and the TULIA score increased to 176 from 121 at the initiation of therapy. The number of successful grasps during 30 trials of each grasp trial was 28 in VR, 8 in the occupational therapy setting, and 20 in augmented reality. LESSONS: This case report suggests the possible therapeutic efficacy of immersive VR training as a rehabilitative measure for ideomotor apraxia. Lippincott Williams & Wilkins 2021-07-16 /pmc/articles/PMC8284726/ /pubmed/34260571 http://dx.doi.org/10.1097/MD.0000000000026657 Text en Copyright © 2021 the Author(s). Published by Wolters Kluwer Health, Inc. https://creativecommons.org/licenses/by/4.0/This is an open access article distributed under the Creative Commons Attribution License 4.0 (CCBY), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. http://creativecommons.org/licenses/by/4.0 (https://creativecommons.org/licenses/by/4.0/)
spellingShingle 6300
Park, Wookyung
Kim, Jongwook
Kim, MinYoung
Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title_full Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title_fullStr Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title_full_unstemmed Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title_short Efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: A case report
title_sort efficacy of virtual reality therapy in ideomotor apraxia rehabilitation: a case report
topic 6300
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8284726/
https://www.ncbi.nlm.nih.gov/pubmed/34260571
http://dx.doi.org/10.1097/MD.0000000000026657
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