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Effect of a Home-Based Virtual Reality Intervention for Children with Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study

机译:基于超级流行VR评估指标的基于家庭的虚拟现实干预对脑瘫患儿的效果:一项可行性研究

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摘要

Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual reality (VR) system, was a feasible system for documenting improvement in children with cerebral palsy (CP) and whether a home-based VR intervention was effective. Methods. Three children with CP participated in this study and received an 8-week VR intervention (30 minutes × 5 sessions/week) using the commercial EyeToy Play VR system. Reaching kinematics measured by Super Pop VR and two fine motor tools (Bruininks-Oseretsky Test of Motor Proficiency second edition, BOT-2, and Pediatric Motor Activity Log, PMAL) were tested before, mid, and after intervention. Results. All children successfully completed the evaluations using the Super Pop VR system at home where 85% of the reaches collected were used to compute reaching kinematics, which is compatible with literature using expensive motion analysis systems. Only the child with hemiplegic CP and more impaired arm function improved the reaching kinematics and functional use of the affected hand after intervention. Conclusion. Super Pop VR proved to be a feasible evaluation tool in children with CP.
机译:目的。这项初步研究的目的是确定低成本的虚拟现实(VR)系统Super Pop VR是否是记录脑瘫(CP)儿童病情改善的可行系统,以及基于家庭的VR干预是否有效。方法。三名患有CP的儿童参加了这项研究,并使用商用EyeToy Play VR系统接受了为期8周的VR干预(30分钟×5次会话/周)。在干预之前,之中和之后,对通过Super Pop VR和两个优良的运动工具(Bruininks-Oseretsky运动能力测试第二版,BOT-2,以及小儿运动活动日志,PMAL)测量的运动学进行了测试。结果。所有孩子都在家中使用Super Pop VR系统成功完成了评估,该系统将收集的85%的触角用于计算触角运动学,这与使用昂贵的运动分析系统的文献兼容。只有患有偏瘫性脑瘫且手臂功能受损的孩子在干预后才能改善患肢的运动学和功能使用。结论。事实证明,Super Pop VR是对CP儿童的可行评估工具。

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