The application of enhanced virtual environments for co-located childhood movement disorder rehabilitation (original) (raw)

Acta Clin Croat 2013; 52:453-457 Review VIRTUAL REALITY IN REHABILITATION AND THERAPY

2013

SUMMARY – This paper describes virtual reality and some of its potential applications in rehabilitation and therapy. Some aspects of this technology are discussed with respect to different problem areas (sensorimotor impairments, autism, learning difficulties), as well as previous research which investigated changes within some motor and motivation parameters in relation to rehabi-litation of children with motor impairments. Emphasis is on the positive effects of virtual reality as a method in which rehabilitation and therapy can be offered and evaluated within a functional, purposeful and motivating context.

Virtual reality in rehabilitation and therapy

Acta clinica Croatica, 2013

This paper describes virtual reality and some of its potential applications in rehabilitation and therapy. Some aspects of this technology are discussed with respect to different problem areas (sensorimotor impairments, autism, learning difficulties), as well as previous research which investigated changes within some motor and motivation parameters in relation to rehabilitation of children with motor impairments. Emphasis is on the positive effects of virtual reality as a method in which rehabilitation and therapy can be offered and evaluated within a functional, purposeful and motivating context.

Virtual reality in paediatric rehabilitation: A review

2009

Objective: To provide a narrative review of studies regarding the outcomes of Virtual Reality (VR)-based treatment and rehabilitation programmes within the paediatric population. Methods: Studies related to the use of VR across a number of paediatric areas (e.g. cerebral palsy, autism, foetal alcohol syndrome and attention deficits) were identified and summarized. Results: Outcomes from the studies reviewed provide preliminary support for the use of VR. Conclusion: VR may be an effective treatment method for specific disorders, although the generalizability of this literature is hindered by several methodological limitations, such as small samples and the absence of appropriate control participants.

Virtual Environments for Motor Rehabilitation: Review

2005

In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.

Low-Cost Virtual Reality Intervention Program for Children With Developmental Coordination Disorder

Pediatric Physical Therapy, 2013

Purpose: To explore the feasibility of using a low-cost, off-the-shelf virtual reality (VR) game to treat young children with developmental coordination disorder (DCD) and to determine the effect of this intervention on motor function. Methods: Nine children, aged 4 to 6 years, referred to physical therapy because of suspected DCD participated in 10 game-based intervention sessions. Outcome Measures: Outcome measures included Movement Assessment Battery for Children-2 (M-ABC-2), the DCD Questionnaire (DCD-Q), the 6-minute walk test, and 10-m walk test. Results: Statistically significant changes were observed in the total standard score (P = .024) and the balance subscore (P = .012) of the M-ABC-2 and in the DCD-Q (P < .05). The children seemed to be motivated and to enjoy the interaction with the VR environment. Conclusion: VR games seemed to be beneficial in improving the children's motor function.

Semi-Immersive Virtual Reality as a Tool to Improve Cognitive and Social Abilities in Preschool Children

Applied Sciences

Virtual reality (VR) creates computer-generated virtual environments where users can experience and interact in a similar way as they would do in real life. VR systems are increasingly being used for rehabilitation goals, mainly with adults, but also with children, extending their application to the educational field. This report concerns a study of the impact of a semi-immersive VR system in a group of 25 children in a kindergarten context. The children were involved in several different games and activity types, specifically developed with the aim of learning specific skills and foster team collaboration. Their reactions and behaviors were recorded by their teachers and by trained psychologists through observation grids addressing task comprehension, participation and enjoyment, interaction and cooperation, conflict, strategic behaviors, and adult-directed questions concerning the activity, the device or general help requests. The grids were compiled at the initial, intermediate a...

Engaging Children in Play Therapy: The Coupling of Virtual Reality Games with Social Robotics

Studies in Computational Intelligence, 2014

Individuals who have impairments in their motor skills typically engage in rehabilitation protocols to improve the recovery of their motor functions. In general, engaging in physical therapy can be tedious and difficult, which can result in demotivating the individual. This is especially true for children who are more susceptible to frustration. Thus, different virtual reality environments and play therapy systems have been developed with the goal of increasing the motivation of individuals engaged in physical therapy. However, although previously developed systems have proven to be effective for the general population, the majority of these systems are not focused on engaging children. Given this motivation, we discuss two technologies that have been shown to positively engage children who are undergoing physical therapy. The first is called the Super Pop VR TM game; a virtual reality environment that not only increases the child's motivation to continue with his/her therapy exercises, but also provides feedback and tracking of patient performance during game play. The second technology integrates robotics into the virtual gaming scenario through social engagement in order to further maintain the child's attention when engaged with the system. Results from preliminary studies with typically-developing children have shown their effectiveness. In this chapter, we discuss the functions and advantages of these technologies, and their potential for being integrated into the child's intervention protocol.

The Use of Virtual Reality in Motor Learning: A Multiple Pilot Study Review

Advances in Physical Education, 2015

In recent years, technological improvements have allowed for the creation of V.R. environments for different uses, especially in the training of pilots, astronauts, medical staff, soldiers, and athletes. In regards to physical activity, V.R. is currently being used in two main fields: Exergaming and Rehabilitation. The purpose of this article is to investigate the use of this technology as a means of demonstrating and learning motor abilities in many types of populations and situations. Three studies were done using V.R. In all three of them healthy participants were assigned to a control or test group. These studies were done using two main V.R. systems designed for motor learning: Timocco and IREX. Study 1 tested bilateral transfer in the upper limbs; Study 2 tested the differences in improvement using V.R. between internal and extrinsic focus of attention; Study 3 tested differences in different learning strategies in motor tasks-massed practice vs. distributed practice. Study 1 found significant differences between control and test groups; Study 2 did not find that external focus of attention was superior as expected but found a stronger correlation between tests at different days; Study 3 found no significant improvements (p > 0.05) for each group. In conclusion, V.R. can be an effective means of teaching and training basic motor skills, sometimes even superior to "real-life" because of the highly modifiable environment and difficulty in the comfort of one's clinic or home.

Movement-Based VR Gameplay Therapy For A Child With Cerebral Palsy

This paper presents a single-subject feasibility study of a motion-based VR game designed to provide benefits similar to constraint-induced movement therapy for children with cerebral palsy, while providing a more enjoyable experience. The game was designed to encourage the child to perform the desired therapeutic movements by allowing him to interact with the game using only his more-affected arm. The study used an AB design: Performance across baseline and intervention phases was assessed to determine whether the intervention resulted in changes to repeated measures. Results of the study showed that compared with baseline measurements done prior to his game experience, the participant’s post-intervention performance showed improvement in speed of reach, dissociated movement, and bilateral integration of upper extremities in functional tasks. The child’s mother, as well as one of his therapists, reported better performance outside of the study environment as well.

Green, D. & Wilson, P. (2014). Applications of VR technologies for childhood disability. In T. Weiss (Ed.), Virtual Reality Technologies for Health and Clinical Application. NY: Springer.

This chapter will explore how changing patterns of childhood participation and engagement provide opportunities for using Virtual Reality (VR) technologies for children with disabilities. The International Classification of Functioning, Disability and Health – Children and Youth version (ICF-CY) will be used as a framework to consider the role of VR technologies in evaluation and intervention across body structures and body function, activity performance and participation across different contexts (WHO 2007; McDonald et al 2004). The evolution of the use of VR technologies across domains of childhood disability is considered, with particular focus on evidence for the effectiveness of applications in research, clinical and community settings at the level of child and family outcomes. Benefits will be viewed through the lens of current theory and research to consider broader aspects of the potential impact on brain-behaviour relationships.