Abstract:A study was conducted to investigate the effectiveness of virtual activities of daily living (ADL) practice using the SaeboVR software system for the recovery of upper extremity (UE) motor function following stroke. The system employs Kinect sensor-based tracking to translate human UE motion into the anatomical pose of the arm of the patient's avatar within a virtual environment, creating a virtual presence within a simulated task space. Patients gain mastery of 12 different integrated activities while travers… Show more
“…This is potentially related to the fact that VR allows creating conditions to optimize motor learning by promoting meaningful and iterative practice, together with the delivery of immediate feedback ( Levin et al, 2014 ). Although less explored, VR also provides the opportunity to integrate the practice of cognitive and/or motor activities in more ecologically valid contexts ( Rand et al, 2009 ; Faria et al, 2016a ; Adams et al, 2018 ). In such scenarios, motor training could be combined with the execution of cognitive rehabilitation tasks consisting of activities for improving cognitive domains such as attention, memory, or executive functions.…”
Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients’ capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest toward the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention and memory training. 24 participants in the chronic stage of stroke, with cognitive and motor deficits, were allocated to one of two groups (VR, Control). Both groups were enrolled in conventional occupational therapy, which mostly involves motor training. Additionally, the VR group underwent training with the Reh@Task and the control group performed time-matched conventional occupational therapy. Motor and cognitive competences were assessed at baseline, end of treatment (1 month) and at a 1-month follow-up through the Montreal Cognitive Assessment, Single Letter Cancelation, Digit Cancelation, Bells Test, Fugl-Meyer Assessment Test, Chedoke Arm and Hand Activity Inventory, Modified Ashworth Scale, and Barthel Index. Our results show that both groups improved in motor function over time, but the Reh@Task group displayed significantly higher between-group outcomes in the arm subpart of the Fugl-Meyer Assessment Test. Improvements in cognitive function were significant and similar in both groups. Overall, these results are supportive of the viability of VR tools that combine motor and cognitive training, such as the Reh@Task. Trial Registration: This trial was not registered because it is a small clinical study that addresses the feasibility of a prototype device.
“…This is potentially related to the fact that VR allows creating conditions to optimize motor learning by promoting meaningful and iterative practice, together with the delivery of immediate feedback ( Levin et al, 2014 ). Although less explored, VR also provides the opportunity to integrate the practice of cognitive and/or motor activities in more ecologically valid contexts ( Rand et al, 2009 ; Faria et al, 2016a ; Adams et al, 2018 ). In such scenarios, motor training could be combined with the execution of cognitive rehabilitation tasks consisting of activities for improving cognitive domains such as attention, memory, or executive functions.…”
Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients’ capability to live independently. Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation but there is increasing interest toward the integration of cognitive training for providing more effective solutions. Here we investigate the feasibility for stroke recovery of a virtual cognitive-motor task, the Reh@Task, which combines adapted arm reaching, and attention and memory training. 24 participants in the chronic stage of stroke, with cognitive and motor deficits, were allocated to one of two groups (VR, Control). Both groups were enrolled in conventional occupational therapy, which mostly involves motor training. Additionally, the VR group underwent training with the Reh@Task and the control group performed time-matched conventional occupational therapy. Motor and cognitive competences were assessed at baseline, end of treatment (1 month) and at a 1-month follow-up through the Montreal Cognitive Assessment, Single Letter Cancelation, Digit Cancelation, Bells Test, Fugl-Meyer Assessment Test, Chedoke Arm and Hand Activity Inventory, Modified Ashworth Scale, and Barthel Index. Our results show that both groups improved in motor function over time, but the Reh@Task group displayed significantly higher between-group outcomes in the arm subpart of the Fugl-Meyer Assessment Test. Improvements in cognitive function were significant and similar in both groups. Overall, these results are supportive of the viability of VR tools that combine motor and cognitive training, such as the Reh@Task. Trial Registration: This trial was not registered because it is a small clinical study that addresses the feasibility of a prototype device.
“…Besides wind‐ or matter‐sensing capability, the f‐TEG can be also used to monitor the motion of an arm swing, which is useful in physical rehabilitation and sport training. [ 24 ] Hand motion generates a surface flow around the e‐skin, [ 25 ] which induces a cooling sensation to the f‐TEG and thus can be detected by it without any energy requirement. Figure a shows the output response of the e‐skin to the motion of an arm swing.…”
Wearable electronics for personal healthcare and environment awareness are attracting more and more attention, where continuous energy supply is requisite and still faces great challenge. Here, a self‐powered electronic skin (e‐skin) system with multiple sensations as well as data processing and data visualization is developed. The core component is a hand‐shaped flexible thermoelectric generator functionalized as e‐skin, which not only harvests energy from body heat to supply power for the entire e‐skin system, but also plays a role of multisensory receptor. The e‐skin system is endowed with multifunction of sensing temperature and humidity, perceiving wind and motion, identifying material and monitoring acceleration, as well as displaying the sensing data on a liquid crystal display, all of which are powered by human body heat. The self‐powered flexible e‐skin provides an advantageous approach for applications in repair of skin injury, wearable healthcare devices, and wearable robots.
“…J. Adams et al (2017) investigated the therapeutic influence of virtual reality training on the recovery of upper extremity functions, and found that virtual reality was related to significant clinical improvement in motor function measures in stroke patients. D. Perez-Marcos et al (2017) discovered that virtual reality system positively affected the functions of the upper extremity in moderate to severe chronic stroke patients, but this study also emphasized that the progression in the active range of motion in the upper extremity was also depends on the intensity of the training.…”
Background. After a stroke attack, the majority of the individuals suffer from the upper extremity functional impairments. Recently, virtual reality has indicated promising positive functional outcomes in stroke patients. To identify the efficacy of virtual reality therapy, there is an essential need to measure its effectiveness on the parameters of evidence-based Design. Systematic review of The aim. To analyse the effectiveness of the virtual reality therapy on the upper extremity functions after Methods. A database of articles published from 2010 to 2018 was compiled by using the keywords: stroke, stroke rehabilitation, virtual reality, virtual reality therapy, upper limb, and upper extremity. After careful screening of the articles, the articles, which met the selection criteria, were included. Fourteen studies involving 416 patients in total were Findings. Virtual reality was found to be a remarkable rehabilitation therapy. All methods that were applied in virtual reality therapy on the patients suffering from Ischemic and Haemorrhagic stroke provided significant positive results in the functionality of the upper Conclusion. In all cases, virtual reality was found to be a highly effective and useful tool for rehabilitation in stroke patients.Keywords: stroke, virtual reality, stroke rehabilitation, upper extremity.
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