http://journal.frontiersin.org/article/10.3389/fnagi.2016.00205/full?
- Biomedical Neuroengineering Group, Miguel Hernández University of Elche, Elche, Spain
1. Introduction
Virtual Reality (VR) is a technology platform that
allows developing computer generated environments which the subjects can
explore and interact with any type of object or events to perform
perspectives and motor tasks. VR gives an accurate way to control all
the elements of a scene and the objectives, adjusting each task to a
specific user. The main feature that the VR provides is the possibility
of repeating the same task in any moment, modifying factors such as
level of complexity, time and intensity of the practice. In this way,
the virtual therapy may be used to promote motor learning and
rehabilitation due to the VR can be adjusted to generate environment,
scenario, or activity that allows for the user practice motor skills to
improve the experience-dependent neural plasticity (Doyon and Benali, 2005).
The possibility of modifying factors such as the repetition, intensity,
time, and specificity of the activities of the virtual therapies is
beneficial for this type of neural recovery (Kleim and Jones, 2008).
In recent years, some scientific and clinical trials have demonstrated
the effectiveness of VR as an intervention tool for the rehabilitation
of different injuries with specific neurological conditions (Burdea, 2002; Crosbie et al., 2007).
However, a control device to interact with virtual activities is
required, depending of the limb affected by the disease. There is a wide
panorama on rehabilitation systems for upper limb that use robotic
technology including virtual reality visualization (Maciejasz et al., 2014).
In some studies, repetitive movements guiaded by robotic devices and
directed by virtual reality improve the motor control in patients with
upper limb injuries (Merians et al., 2006).
Beside this, there are some clinical studies about the development of
VR systems to deliver rehabilitation therapies for motor recovery of
hand function (Jack et al., 2001) or to improve the performance of activities of daily living in post-stroke patients (Laver et al., 2012; Turolla et al., 2013).
Furthermore, a navigation environment in three dimensions (3D) has been
implemented to explore the influence on aging in the episodic memory (Jebara et al., 2014). In Fluet and Deutsch (2013),
an overview of virtual reality studies for sensorimotor rehabilitation
post-stroke has been performed to evaluate a comparative efficacy
between VR and standard of care and/or differences in VR delivery
methods, using different categories.
Several studies suggest that the robotic technology can
be used to improve the quality and the evaluation in the neurological
rehabilitation (Garcia et al., 2011),
enhancing the productivity and reducing costs in that field. Recent
developments in robotic technology can help to perform a most objective
and reliable analysis of the therapies that are applied to the patients
with neurological injuries (Badesa et al., 2012, 2014a,c).
That is because this type of devices are able to record kinematic and
kinetic data. From this data, useful markers can be extracted to
quantify the motor recovery process during the therapy (Volpe et al., 2009; Einav et al., 2011; Bertomeu-Motos et al., 2015; Papaleo et al., 2015). Recently in Norouzi-Gheidari et al. (2012),
it is shown that the rehabilitation sessions performed with the robotic
device get better recovery outcomes than the conventional therapy
during the rehabilitation of the upper limb of stroke patients. For
these reasons, the rehabilitation with robotic devices can provide an
enhancement in the quality of patient's life, giving them most
independence in the daily life activities (Pollock et al., 2014).
The use of more complex and realistic VR systems in the
neurorehabilitation therapies assisted by robotic device is increasing.
The combination of robotic systems for neuromotor rehabilitation and
virtual reality takes advantages of both techniques such as: to increase
the patient's motivation; to enhance the variability and adaptability;
transparent storage of the data provided by the robotic system and the
VR system separately; online recording of the data for remote
verification; possibility to replicate any environment of the daily life
without having the physical. With this methodology, a more effective
therapeutic treatment and a better recovery of the patient is
accomplished (González et al., 2015).
There are a two important issues concerning the virtual
reality: one is related to how the virtual environment may be perceived
by the user using different visualization platforms, and the other one
is related to graphic content. Regarding the first appointment,
different visualization platforms exist such as computer monitors,
head-mounted-displays (HMDs) or large screen-projection-systems (SPS).
Each platform has a particular way to apply the virtual therapies taking
into account therapeutic goals and may provide different benefits that
are suitable for the patient's needs. In Rand et al. (2005),
the effects of viewing the same virtual environment through a HMD (3D
platform) and a computer monitor (2D platform) have been compared in
young and older subjects. Conversely, a 3D virtual enviroment shown
through a HMD and a SPS (2D platform) have been analyzed by Subramanian and Levin (2011),
evaluating the motor performance with respect to the kinematic
movements in healthy and post-stroke subjects. In both studies, better
outcomes have been obtained when the virtual environment was shown in
the 2D platform visualization, in a computer monitor and a SPS
respectively. However, this studies have focused in the visualization
platform and the same environments have been presented respectively in
the experiments without taking account the type of graphic content that
are shown (2D or 3D graphics).
Regarding the second issue appointed above about the
graphic content, there are studies about VR systems with environments
based on 2D graphics and others in 3D graphics. In García-Betances et al. (2015)
an overview of recent VR technology for Alzheimer's disease
applications has performed, and these systems use conventional 2D
graphics display or 3D graphics indistinctly. Similarly occurs with the
brain damage rehabilitation in Rose et al. (2005), post-stroke studies such as Merians et al. (2006), Saposnik (2016), Henderson et al. (2007), Mottura et al. (2015).
Therefore, there is a wide panorama on virtual rehabilitation in the
scientific literature. However, an objective comparison about how
affects the visualization of 2D graphics display and 3D virtual
environment to the motion perception in post-stroke subjects have not
been addressed yet. That means, there is no evidence that shows if it is
better or not to perform virtual rehabilitation tasks produced by 2D or
3D graphics. The visual perception of the virtual objects can be
incremented using 3D graphics, in such a way that tasks based in the
daily life designs are more similar to the reality. While a 2D graphics
allow a more simple representation of the tasks. The two perspectives
must be tested to evaluate what kind of visual representation provides
better quality of motor performance in terms of movement kinematics.
This evaluation can be carried out when the subject performs the same
movement to complete the targets in both types of visualization.
Therefore, the robotic devices can be used to restrict this movement and
extract objectively quantitative data. This way, the
neuro-rehabilitation therapies can be adapted to each patient (Morales et al., 2014; Lledó et al., 2015a).
In this study, the effects of applying therapeutic games
in two or three dimensions in the virtual therapies assisted by a
robotic device are evaluated and their outcomes are compared. In this
way, quantitative data is provided to evaluate the influence of the
virtual therapy and to asses what kind of virtual environment is
adjusted better to each patient in terms of usability, confidence, and
comfort. Therefore, the main objective of this study was to determine if
there are differences in the movement kinematics parameters recorded by
the robotic device that assess the patient's motor performance in 2D
and 3D virtual tasks. To do this, two visual tasks have been designed
modifying the immersion level using graphics in two and three
dimensions, but the kinematic target of the two visual tasks was
remained.
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