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Journal of Intellectual Disability - Diagnosis and Treatment

The Effects of Virtual Reality on the Upper Extremity Skills of Girls with Rett Syndrome: A Single Case Study
Pages 152-159
Kourtney Mraz, Grace Eisenberg, Pamela Diener, Gina Amadio, Matthew H. Foreman and Jack R. Engsberg

DOI: http://dx.doi.org/10.6000/2292-2598.2016.04.03.2

Published:19 October 2016

 


Abstract: Introduction: Rett Syndrome (RTT) is a genetic disorder primarily seen in females that inhibits the use of a girl’s hands in everyday activities. A girl with RTT spends the majority of her day engaged in stereotypical hand wringing/mouthing movements at midline of the body. The probable cause behind the neurological effects of RTT is a mutation in the gene that encodes for methyl-CpG protein 2 (MeCP2). The hand wringing/mouthing behaviors preclude a girl with RTT from using the upper extremities in purposeful tasks such as school work, play skills, and other activities of daily living.

Objectives: To develop a virtual reality (VR)-based therapeutic intervention that 1) decreases upper extremity stereotypies (repetitive movements that serve no function) that interfere with purposeful arm and hand use and 2) promotes purposeful, goal-directed arm function; improve upper extremity motor skills in girls with RTT.

Materials and Methods: Using FAAST Software and Microsoft Kinect sensor, one girl with RTT participated in a 12-week IVR intervention (1 hour/session, 3 sessions/week, 36 total hours). Pre- and post-assessments were administered to examine any changes in upper extremity function.

Results: The VR intervention led to improvements in use of the upper extremities to complete self-care activities, an increased number of reaches completed in a 15-minute period, and decreased time engaged in stereotypical hand movements.

Conclusion: Future work will add additional support to determine the effectiveness of virtual reality as an intervention for girls with RTT.

Keywords: Rett Syndrome, internet-based virtual reality, Microsoft Kinect, upper extremity movements, upper extremity stereotypies.
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Journal of Intellectual Disability - Diagnosis and Treatment

Personalized Virtual Reality for Upper Extremity Rehabilitation: Moving from the Clinic to a Home Exercise Program
Pages 160-169
Cherie Behar, Maxwell Lustick, Matthew H. Foreman, Jennifer Webb and Jack R. Engsberg

DOI: http://dx.doi.org/10.6000/2292-2598.2016.04.03.3

Published:19 October 2016 


Abstract: Introduction: Traditional rehabilitation does not provide adequate repetitions for maximal motor recovery in the clinic and home exercise programs (HEPs) have low compliance rates. Personalized virtual reality (PVR) is a promising low-cost therapeutic tool for improving compliance by incorporating the client's interests, abilities, and goals into a motivating and engaging intervention using internet games.

Objectives: The current study aimed to develop and refine a clinic-to-home PVR intervention, determine its feasibility and usability in an outpatient rehabilitation clinic and as a HEP, and examine its effects on motivation/engagement, compliance, motor repetitions, and functional motor performance.

Methods: The PVR system utilizes a Microsoft Kinect sensor to track the participants’ movements, free software to translate movements to keystrokes, and free internet games. The therapist matched participants’ interests to internet games, customized therapeutic movements for game play, and increased the movement thresholds for game activation as participants improved.

Two participants who had strokes resulting in upper extremity (UE) hemiplegia were recruited. The participants attended outpatient occupational therapy (OT) services twice weekly. Following training, the participants used the PVR system at home in place of their UE HEP. They continued to receive traditional OT once a week and clinic-PVR once a week for 5-8 weeks.

Results: The PVR intervention was successfully implemented in the clinic and the clients’ homes. PVR increased motivation and treatment compliance. The clients exhibited improvements in UE active range of motion, function, symptoms, and occupational performance.

Conclusion: Preliminary evidence suggests PVR can improve motivation, compliance, function, and occupational performance. However, larger scale studies and protocol refinement are necessary.

Keywords: Occupational therapy, client-centered, stroke, hemiparesis, motivation, occupational performance, home exercise program, upper extremity rehabilitation.
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Journal of Intellectual Disability - Diagnosis and Treatment

Inducing Visuomotor Adaptation Using Virtual Reality Gaming with a Virtual Shift as a Treatment for Unilateral Spatial Neglect
Pages 170-184
A.R. Carter, M.H. Foreman, C. Martin, S. Fitterer, A. Pioppo, L.T. Connor and J.R. Engsberg

DOI: http://dx.doi.org/10.6000/2292-2598.2016.04.03.4

Published:19 October 2016

 


Abstract: Unilateral spatial neglect after stroke is characterized by reduced responses to stimuli on the contralesional side, causing significant impairments in self-care and safety. Conventional visuomotor adaptation (VMA) with prisms that cause a lateral shift of the visual scene can decrease neglect symptoms but is not engaging according to patients. Performing VMA within a virtual reality (VR) environment may be more engaging but has never been tested. To determine if VMA can be elicited in a VR environment, healthy subjects (n=7) underwent VMA that was elicited by either wearing prisms that caused an optical shift, or by application of a virtual shift of the hand cursor within the VR environment. A low cost VR system was developed by coupling the Kinect v2 gaming sensor to online games via the Flexible Action and Articulated Skeleton Toolkit (FAAST) software. The adaptation phase of training consisted of a reaching task in online games or in a custom target pointing program. Following the adaptation phase the optical or virtual shift was removed and participants were assessed during the initial portion of the de-adaptation phase for the presence of an after-effect on their reaching movements, with lateral reaching errors indicating the successful induction of VMA. Results show that practicing reaching in a VR environment with a virtual shift lead to a horizontal after-effect similar to conventional prism adaptation. The results demonstrate that VMA can be elicited in a VR environment and suggest that VR gaming therapy could be used to improve recovery from unilateral spatial neglect.

Keywords: Sensorimotor learning, plasticity, stroke, spatial attention, engagement.
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Journal of Intellectual Disability - Diagnosis and Treatment

Commentary: Zika Virus and Microcephaly: Challenges in Brazil
Pages 79-8088x31
Antonio de Pádua Serafim, Juliana Emy Yokomizo and Daniel Martins de Barros

DOI: http://dx.doi.org/10.6000/2292-2598.2016.04.02.1

Published: 28 July 2016

 


Commentary 

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