Virtual Environment Training Improves Motor Performance in Two Patients with Stroke: Case Report
Abstract
Two subjects with hemiplegia were treated using a computer-generated virtual environment (VE) to train upper extremity reach in the impaired limb. Subjects were evaluated pre- and post-VE training using motor recovery and functional ability tests and a real-world test that required reaching to 9 locations in the workspace. During VE training, subjects practiced a virtual task similar to the real task, trying to imitate a virtual teacher's performance. Post-training, reaching errors during real-world performance were reduced by ˜50% (mean across all workspace locations). Both subjects improved in the trained task, indicating transfer of skill from VE to real world performance; reaching also improved in untrained parts of the workspace, indicating some generalization of transfer. Motor recovery and functional scores showed little to no change but one subject acquired the ability to perform several functional tasks (not on the formal test). Our results suggest that VE training holds future promise for stroke rehabilitation.
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Virtual teachers have been successfully applied in rehabilitation focusing on limb and end-effector movements.
“and others have successfully been applied in rehabilitation, focusing also on limb and endeffector movements (Duschau-Wicke, von Zitewitz, Caprez, Lunenburger, & Riener, 2010;Holden & Dyar, 2002;Holden, Todorov, Callahan, & Bizzi, 1999).”
From Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review (2013) · cites this paper as Holden et al., 1999
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Augmented visual, auditory, haptic, and multimodal feedback in motor learning: A review
Sigrist, R., Rauter, G., Riener, R., & Wolf, P. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-012-0333-8 · Cited by 1,416 · see citing works
Virtual Environments for Motor Rehabilitation: Review
Holden, M. K. (2005) · CyberPsychology & Behavior · doi:10.1089/cpb.2005.8.187 · Cited by 1,154 · see citing works
Self-citationImplementation and Evaluation of “Just Follow Me”: An Immersive, VR-Based, Motion-Training System
Yang, U., & Kim, G. J. (2002) · Presence: Teleoperators and Virtual Environments · doi:10.1162/105474602317473240 · Cited by 160 · see citing works
Motor learning and virtual reality
Levac, D. E., & Sveistrup, H. (2014) · Virtual reality technologies for health and clinical applications · doi:10.1007/978-1-4939-0968-1_3 · Cited by 52 · see citing works
- Authors
- Holden, M., Todorov, E., Callahan, J., & Bizzi, E.
- Venue
- Neurology Report
- Published
- 1999
- Volume
- 23
- Issue
- 2
- Pages
- 57-67
- ISSN
- 1085-049X (ISSN-L)
- OpenAlex
- W2203903748
- Cited by
- 117
- References
- 0
- Citations by year
- 2023: 2 · 2022: 1 · 2021: 2 · 2020: 3 · 2019: 3 · 2018: 2 · 2017: 4 · 2016: 4 · 2015: 5 · 2014: 3 · 2013: 6 · 2012: 5
- FWCI
- 2.79
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Neurology Report (publishedVersion)
- Topics
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Life Sciences › Neuroscience › Cognitive Neuroscience › Motor Control and Adaptation
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Keywords
- virtual reality, stroke rehabilitation, hemiplegia, motor recovery, motor skill transfer, motor learning, functional recovery
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