Comparison between Motor Performance of People with Multiple Sclerosis during a Virtual Reality Task Practiced on Concrete and Abstract Devices: A Cross-Sectional Randomized Study

Author:

Capelini Camila Miliani1ORCID,Ferrero Giulianna Mendes2,Canzonieri Ana Maria2,Silva Roger Pereira2,Bando Mauricio Ossamu23,Rosa Renata Martins1,Ferreira Cintia Ramari2ORCID,da Silva Talita Dias4,Ré Alessandro Hervaldo Nicolai2ORCID,Massa Marcelo2ORCID,de Araújo Luciano Vieira2,Magalhães Fernando Henrique25ORCID,de Mello Monteiro Carlos Bandeira12ORCID

Affiliation:

1. Graduate Program in Rehabilitation Sciences, Faculty of Medicine, University of São Paulo (FMUSP), São Paulo 01246-903, Brazil

2. Graduate Program in Physical Activity Sciences, School of Arts, Science and Humanities, University of São Paulo (EACH-USP), São Paulo 03828-000, Brazil

3. Brazilian Association of Multiple Sclerosis, São Paulo 04062-003, Brazil

4. Graduate Program in Bioengineering, University Brazil, Sao Paulo 05508-010, Brazil

5. Department of Physical Therapy, Faculty of Sciences and Technology (FCT/UNESP), State University of São Paulo, Presidente Prudente 14884-900, Brazil

Abstract

Multiple sclerosis (MS) is an autoimmune demyelinating disease of the central nervous system with unknown etiology, resulting in various impairments that necessitate continuous rehabilitation to enhance functionality, quality of life, and motor function, including through Virtual Reality (VR) therapy. Comparing tasks in virtual environments and their potential skill transfer to real-world settings could aid in optimizing treatment programs to improve motor performance in individuals with MS. This study aimed to determine whether practicing acquisition and retention phases using two distinct interfaces (concrete—Touch Screen or abstract—Kinect system) affects performance in a subsequent task using a different interface (transfer phase). A randomized clinical trial was conducted with 56 volunteers with MS and 41 controls. Participants engaged in a computer game where they burst as many bubbles as possible within 10 s per attempt. After the acquisition and retention phases, all participants switched interfaces (e.g., those using Kinect switched to Touchscreen and vice versa). Significant performance improvements were observed in both groups during the acquisition phase, which were maintained in the retention phase. Although the abstract interface was more challenging for both groups, only the MS group that practiced with the abstract interface successfully transferred their improvements to the concrete interface. Thus, despite the increased difficulty of the abstract task during practice, it led to better performance transfer when required to complete a subsequent concrete task, suggesting that abstract devices may be beneficial in clinical practice for improving motor function in people with MS.

Funder

CAPES

Publisher

MDPI AG

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