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A virtual reality tool for measuring and shaping trunk compensationfor persons with stroke: Design and initial feasibility testing

机译:虚拟现实工具用于测量和调整躯干补偿中风患者:设计和初步可行性测试

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摘要

>Background: Compensatory movement, such as flexing the trunk during reaching, may negatively affect motor improvement during task-based practice for persons with stroke. Shaping, or incrementally decreasing, the amount of compensation used during rehabilitation may be a viable strategy with methods using virtual reality.>Methods: A virtual reality tool was designed to (1) monitor upper extremity movement kinematics with an off-the-shelf motion sensor (Microsoft Kinect V2), (2) convert movements into control of widely available computer games, and (3) provide real-time feedback to shape trunk compensation. This system was tested for feasibility by a small cohort of participants with chronic stroke (n = 5) during a 1-h session involving 40 min of virtual reality interaction. Outcomes related to repetitions, compensation, movement kinematics, usability, motivation, and sense of presence were collected.>Results: Participants achieved a very high dose of reaching repetitions (461 ± 184), with an average of 81% being successful and 19% involving compensatory trunk flexion. Participants rated the system as highly usable, motivating, engaging, and safe.>Conclusions: VRShape is feasible to use as a tool for increasing repetition rates, measuring and shaping compensation, and enhancing motivation for upper extremity therapy. Future research should focus on softwareimprovements and investigation of efficacy during a virtual reality-based motorintervention.
机译:>背景:补偿性运动(例如在伸手时弯曲躯干)可能会对中风患者进行基于任务的练习过程中对运动能力的改善产生负面影响。塑造或逐步减少在康复过程中使用的补偿量可能是使用虚拟现实方法的可行策略。>方法:一种虚拟现实工具旨在(1)监测上肢运动运动现成的运动传感器(Microsoft Kinect V2),(2)将运动转换为对广泛可用的计算机游戏的控制,(3)提供实时反馈以塑造躯干补偿。一小部分慢性卒中(n = 5)参与者在1小时的会议中测试了该系统的可行性,其中涉及40分钟的虚拟现实互动。收集了与重复,补偿,运动学,可用性,动力和临场感相关的结果。>结果:参与者达到很高的重复次数(461±184),平均81成功百分比和19%的躯干代偿性弯曲。参与者认为该系统具有高度可用性,激励性,吸引力和安全性。>结论: VRShape可以用作增加重复率,测量和调整补偿并增强上肢治疗动机的工具。未来的研究应专注于软件基于虚拟现实的运动过程中的改进和功效研究介入。

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