Virtual Reality–Augmented Rehabilitation for Patients Following Stroke

Author:

Merians Alma S1,Jack David2,Boian Rares3,Tremaine Marilyn4,Burdea Grigore C5,Adamovich Sergei V6,Recce Michael7,Poizner Howard8

Affiliation:

1. AS Merians, PT, PhD, is Professor and Chairperson, Department of Developmental and Rehabilitative Sciences, University of Medicine and Dentistry of New Jersey, 65 Bergen St, Newark, NJ 07103 (USA).

2. D Jack was a doctoral student in the College of Computer Science, New Jersey Institute of Technology, Newark, NJ

3. R Boian is a doctoral student in the School of Engineering, Rutgers University, Piscataway, NJ

4. M Tremaine, PhD, is Professor of Information Systems and Director, Human-Computer Interaction Program, College of Computer Science, New Jersey Institute of Technology

5. GC Burdea, PhD, is Associate Professor of Computer Engineering, School of Engineering, and Director, Human-Machine Interface Laboratory, Center for Advanced Information Processing, Rutgers University

6. SV Adamovich, PhD, is Research Scientist, Center for Molecular and Behavioral Neuroscience, Rutgers University

7. M Recce, PhD, is Director of the Life Sciences Program, Center for Computational Biology, and Associate Professor in Biomedical Engineering, Mathematical Sciences, Computer Sciences, and Biological Sciences, New Jersey Institute of Technology

8. H Poizner, PhD, is Professor, Center for Molecular and Behavioral Neuroscience, Rutgers University

Abstract

Abstract Background and Purpose. Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. Case Description. Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3½ hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. Outcomes. ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. Discussion. The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.

Publisher

Oxford University Press (OUP)

Subject

Physical Therapy, Sports Therapy and Rehabilitation

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