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Effect of a mixed reality-based intervention on arm, hand, and finger function on chronic stroke
- Carolina Colomer,
- Roberto LlorensEmail author,
- Enrique Noé and
- Mariano Alcañiz
Journal of NeuroEngineering and Rehabilitation201613:45
DOI: 10.1186/s12984-016-0153-6
© Colomer et al. 2016
Received: 9 July 2015
Accepted: 3 May 2016
Published: 11 May 2016
Abstract
Background
Virtual and mixed reality
systems have been suggested to promote motor recovery after stroke.
Basing on the existing evidence on motor learning, we have developed a
portable and low-cost mixed reality tabletop system that transforms a
conventional table in a virtual environment for upper limb
rehabilitation. The system allows intensive and customized training of a
wide range of arm, hand, and finger movements and enables interaction
with tangible objects, while providing audiovisual feedback of the
participants’ performance in gamified tasks. This study evaluates the
clinical effectiveness and the acceptance of an experimental
intervention with the system in chronic stroke survivors.
Methods
Thirty individuals with stroke
were included in a reversal (A-B-A) study. Phase A consisted of 30
sessions of conventional physical therapy. Phase B consisted of 30
training sessions with the experimental system. Both interventions
involved flexion and extension of the elbow, wrist, and fingers, and
grasping of different objects. Sessions were 45-min long and were
administered three to five days a week. The body structures (Modified
Ashworth Scale), functions (Motricity Index, Fugl-Meyer Assessment
Scale), activities (Manual Function Test, Wolf Motor Function Test, Box
and Blocks Test, Nine Hole Peg Test), and participation (Motor Activity
Log) were assessed before and after each phase. Acceptance of the system
was also assessed after phase B (System Usability Scale, Intrinsic
Motivation Inventory).
Results
Significant improvement was
detected after the intervention with the system in the activity, both in
arm function measured by the Wolf Motor Function Test (p < 0.01) and finger dexterity measured by the Box and Blocks Test (p < 0.01) and the Nine Hole Peg Test (p < 0.01); and participation (p
< 0.01), which was maintained to the end of the study. The
experimental system was reported as highly usable, enjoyable, and
motivating.
Conclusions
Our results support the
clinical effectiveness of mixed reality interventions that satisfy the
motor learning principles for upper limb rehabilitation in chronic
stroke survivors. This characteristic, together with the low cost of the
system, its portability, and its acceptance could promote the
integration of these systems in the clinical practice as an alternative
to more expensive systems, such as robotic instruments.
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