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785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients
INTRODUCTION: Virtual reality (VR) gaming offers an immersive experience that can enrich physical therapy for the burn patient by introducing variability, enjoyment, and reward during functional motions of the upper extremities. In this study, we aim to support a proof-of-concept for VR gaming in up...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Oxford University Press
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8945381/ http://dx.doi.org/10.1093/jbcr/irac012.336 |
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author | Qiu, Cecil S Vocke, Scott Rodriguez, Joshua Roemmich, Ryan Andre, Gregory Dean, Brooke Caffrey, Julie |
author_facet | Qiu, Cecil S Vocke, Scott Rodriguez, Joshua Roemmich, Ryan Andre, Gregory Dean, Brooke Caffrey, Julie |
author_sort | Qiu, Cecil S |
collection | PubMed |
description | INTRODUCTION: Virtual reality (VR) gaming offers an immersive experience that can enrich physical therapy for the burn patient by introducing variability, enjoyment, and reward during functional motions of the upper extremities. In this study, we aim to support a proof-of-concept for VR gaming in upper extremity burn rehabilitation by characterizing shoulder and elbow kinematics during VR gaming in a healthy volunteer. METHODS: A healthy volunteer without burn injuries played two games, a virtual rhythmic baton and virtual boxing game, on a commercially available VR gaming platform. Kinematics during play were assessed using two external cameras placed orthogonally, to the player’s front and left, so that 3-dimensional motion of the player’s left arm could be captured. Video of each gaming session was processed using an open-source perceptual computing software that dynamically tracks the user’s upper extremity during play. Kinematics at the left shoulder and elbow were characterized with respect to range of motion (ROM) and time spent in composite positions. RESULTS: During the rhythmic baton game, the player achieved 157 degrees of elbow flexion ROM and 90 degrees shoulder elevation ROM. During the boxing game, the player achieved 156 degrees of elbow flexion ROM and 123 degrees shoulder elevation ROM. The baton game was associated with more time spent in the “rest” position (elbow extended with shoulder adducted, 60% of the game) while boxing was associated with more time in the “Guard” position (elbow flexed with shoulder elevated, 79% of the game) (Figure 1). Both games demonstrated simultaneous movement at both the shoulder and elbow during play. CONCLUSIONS: The two VR games investigated in this kinematic assessment challenged players to achieve a wide range of motion at the upper extremity with functional, multi-joint movements. These findings support a potential role for commercial VR gaming in burn rehabilitation and future research in burn patients is required to demonstrate its therapeutic value. |
format | Online Article Text |
id | pubmed-8945381 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Oxford University Press |
record_format | MEDLINE/PubMed |
spelling | pubmed-89453812022-03-28 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients Qiu, Cecil S Vocke, Scott Rodriguez, Joshua Roemmich, Ryan Andre, Gregory Dean, Brooke Caffrey, Julie J Burn Care Res Rehabilitation INTRODUCTION: Virtual reality (VR) gaming offers an immersive experience that can enrich physical therapy for the burn patient by introducing variability, enjoyment, and reward during functional motions of the upper extremities. In this study, we aim to support a proof-of-concept for VR gaming in upper extremity burn rehabilitation by characterizing shoulder and elbow kinematics during VR gaming in a healthy volunteer. METHODS: A healthy volunteer without burn injuries played two games, a virtual rhythmic baton and virtual boxing game, on a commercially available VR gaming platform. Kinematics during play were assessed using two external cameras placed orthogonally, to the player’s front and left, so that 3-dimensional motion of the player’s left arm could be captured. Video of each gaming session was processed using an open-source perceptual computing software that dynamically tracks the user’s upper extremity during play. Kinematics at the left shoulder and elbow were characterized with respect to range of motion (ROM) and time spent in composite positions. RESULTS: During the rhythmic baton game, the player achieved 157 degrees of elbow flexion ROM and 90 degrees shoulder elevation ROM. During the boxing game, the player achieved 156 degrees of elbow flexion ROM and 123 degrees shoulder elevation ROM. The baton game was associated with more time spent in the “rest” position (elbow extended with shoulder adducted, 60% of the game) while boxing was associated with more time in the “Guard” position (elbow flexed with shoulder elevated, 79% of the game) (Figure 1). Both games demonstrated simultaneous movement at both the shoulder and elbow during play. CONCLUSIONS: The two VR games investigated in this kinematic assessment challenged players to achieve a wide range of motion at the upper extremity with functional, multi-joint movements. These findings support a potential role for commercial VR gaming in burn rehabilitation and future research in burn patients is required to demonstrate its therapeutic value. Oxford University Press 2022-03-23 /pmc/articles/PMC8945381/ http://dx.doi.org/10.1093/jbcr/irac012.336 Text en © The Author(s) 2022. Published by Oxford University Press on behalf of the American Burn Association. https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Rehabilitation Qiu, Cecil S Vocke, Scott Rodriguez, Joshua Roemmich, Ryan Andre, Gregory Dean, Brooke Caffrey, Julie 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title | 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title_full | 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title_fullStr | 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title_full_unstemmed | 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title_short | 785 Assessing The Kinematics Of Virtual Reality Gaming As Physical Therapy In Burn Patients |
title_sort | 785 assessing the kinematics of virtual reality gaming as physical therapy in burn patients |
topic | Rehabilitation |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8945381/ http://dx.doi.org/10.1093/jbcr/irac012.336 |
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