Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design

Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral...

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Published inPhysical therapy Vol. 87; no. 11; pp. 1441 - 1457
Main Authors Chen, Yu-Ping, Kang, Lin-Ju, Chuang, Tien-Yow, Doong, Ji-Liang, Lee, Shwn-Jan, Tsai, Mei-Wun, Jeng, Suh-Fang, Sung, Wen-Hsu
Format Journal Article
LanguageEnglish
Published United States American Physical Therapy Association 01.11.2007
Oxford University Press
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Online AccessGet full text
ISSN0031-9023
1538-6724
DOI10.2522/ptj.20060062

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Abstract Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Four children with spastic CP were recruited. A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
AbstractList Background and Purpose: Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Participants: Four children with spastic CP were recruited. Method: A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. Results: Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. Discussion and Conclusion: A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
Background and Purpose: Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a yR intervention on reaching behaviors in children with cerebral palsy (CP). Participants: Four children with spastic CP were recruited. Method: A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized yR training program (2 hours per week) with 2 YR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. Results: Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. Discussion and Conclusion: A 4-week individualized YR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Four children with spastic CP were recruited. A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Four children with spastic CP were recruited. A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP).BACKGROUND AND PURPOSEVirtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP).Four children with spastic CP were recruited.PARTICIPANTSFour children with spastic CP were recruited.A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures.METHODA single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures.Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up.RESULTSThree children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up.A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.DISCUSSION AND CONCLUSIONA 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.
Audience Professional
Author Shwn-Jan Lee
Lin-Ju Kang
Tien-Yow Chuang
Suh-Fang Jeng
Yu-Ping Chen
Ji-Liang Doong
Mei-Wun Tsai
Wen-Hsu Sung
Author_xml – sequence: 1
  givenname: Yu-Ping
  surname: Chen
  fullname: Chen, Yu-Ping
  organization: YP Chen, PT, ScD, is Assistant Professor, Department of Physical Therapy, California State University, Fresno, Calif
– sequence: 2
  givenname: Lin-Ju
  surname: Kang
  fullname: Kang, Lin-Ju
  organization: LJ Kang, PT, MS, is a doctoral student in the Programs in Rehabilitation Sciences, College of Nursing and Health Professions, Drexel University, Philadelphia, Pa
– sequence: 3
  givenname: Tien-Yow
  surname: Chuang
  fullname: Chuang, Tien-Yow
  organization: TY Chuang, MD, is Attending Physician and Associate Professor, Department of Physical Medicine and Rehabilitation, Taipei Veterans General Hospital, Taipei, Taiwan, and School of Medicine, National Yang-Ming University, Taipei, Taiwan
– sequence: 4
  givenname: Ji-Liang
  surname: Doong
  fullname: Doong, Ji-Liang
  organization: JL Doong, PhD, is Professor, Department of Industrial Design, Tatung University, Taipei, Taiwan
– sequence: 5
  givenname: Shwn-Jan
  surname: Lee
  fullname: Lee, Shwn-Jan
  organization: SJ Lee, PT, PhD, is Associate Professor, Institute and Faculty of Physical Therapy, National Yang-Ming University
– sequence: 6
  givenname: Mei-Wun
  surname: Tsai
  fullname: Tsai, Mei-Wun
  organization: MW Tsai, PT, PhD, is Lecturer at the Institute and Faculty of Physical Therapy, National Yang-Ming University
– sequence: 7
  givenname: Suh-Fang
  surname: Jeng
  fullname: Jeng, Suh-Fang
  organization: SF Jeng, PT, PhD, is Professor, School and Graduate Institute of Physical Therapy, College of Medicine, National Taiwan University, Taipei, Taiwan, and Adjunct Physical Therapist, Department of Rehabilitation and Physical Medicine, National Taiwan University Hospital, Taipei, Taiwan
– sequence: 8
  givenname: Wen-Hsu
  surname: Sung
  fullname: Sung, Wen-Hsu
  organization: WH Sung, PhD, is Assistant Professor, Department of Biomedical Engineering, I-Shou University, No. 1, Sec. 1, Syuecheng Rd, Dashu Township, Kao-hsiung County, Taiwan 840
BackLink https://www.ncbi.nlm.nih.gov/pubmed/17895352$$D View this record in MEDLINE/PubMed
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Copyright COPYRIGHT 2007 Oxford University Press
Copyright American Physical Therapy Association Nov 2007
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Snippet Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various...
Background and Purpose Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically...
Background and Purpose: Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically...
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SubjectTerms Biomechanical Phenomena
Care and treatment
Case studies
Cerebral palsy
Cerebral Palsy - physiopathology
Cerebral Palsy - rehabilitation
Child
Child, Preschool
Children & youth
Clinical trials
Computer Simulation
Feedback
Female
Hospitals
Humans
Intervention
Kinematics
Male
Motivation
Motor Skills - physiology
Movement - physiology
Parents & parenting
Physical therapists
Physical therapy
Physical Therapy Modalities
Programming languages
Review boards
Technology application
Therapeutics, Physiological
Upper Extremity - physiopathology
Virtual reality
Virtual reality technology
Title Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design
URI http://ptjournal.apta.org/content/87/11/1441.abstract
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