Abstract
A virtual reality (VR) tool designed to provide compensation-related feedback during reaching practice was implemented with a small cohort of people with stroke. Results show that this tool may be a novel way to reduce maladaptive compensatory movements for people with neuromotor conditions.
Primary Author and Speaker: Matthew Foreman
Contributing Authors: Jack R. Engsberg
The VR tool used for this study was designed to use the Kinect v2 (Microsoft, Redmond, WA) custom control software and online videogames to convert upper extremity movement into virtual events and the automatic provision of compensation-related feedback. During each session and after a calibration procedure, participants interacted with four different videogames of their choosing by repeatedly reaching to a virtual target situated at their maximal range of motion (ROM). Real-time feedback was provided relative to a 90% threshold of their calibrated trunk compensation maximum in the form of a red stoplight signal, a loud buzzer sound, and cancellation of the virtual event. In this way, both reaching performance and trunk compensation were effectively shaped and challenged during each intervention session.
A standardized reach test (Wagner et al., 2008) involving multiple extended reaches to a single target in the scaption plane was completed pre- and postintervention to assess changes in reaching performance. An eight-camera video motion capture system was used to measure kinematic variables including reaching ROM, shoulder flexion and abduction, trunk flexion and lateral flexion, and elbow flexion. Pre- to postintervention changes were analyzed using Wilcoxon’s signed rank test (α = .05) and Spearman rank correlation coefficients.
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