Literature DB >> 21718966

Comparison of virtual reality versus physical reality on movement characteristics of persons with Parkinson's disease: effects of moving targets.

Ching-Yi Wang1, Wen-Juh Hwang, Jing-Jing Fang, Ching-Fan Sheu, Iat-Fai Leong, Hui-Ing Ma.   

Abstract

OBJECTIVE: To compare the performance of reaching for stationary and moving targets in virtual reality (VR) and physical reality in persons with Parkinson's disease (PD).
DESIGN: A repeated-measures design in which all participants reached in physical reality and VR under 5 conditions: 1 stationary ball condition and 4 conditions with the ball moving at different speeds.
SETTING: University research laboratory. PARTICIPANTS: Persons with idiopathic PD (n=29) and age-matched controls (n=25).
INTERVENTIONS: Not applicable. MAIN OUTCOME MEASURES: Success rates and kinematics of arm movement (movement time, amplitude of peak velocity, and percentage of movement time for acceleration phase).
RESULTS: In both VR and physical reality, the PD group had longer movement time (P<.001) and lower peak velocity (P<.001) than the controls when reaching for stationary balls. When moving targets were provided, the PD group improved more than the controls did in movement time (P<.001) and peak velocity (P<.001), and reached a performance level similar to that of the controls. Except for the fastest moving ball condition (0.5-s target viewing time), which elicited worse performance in VR than in physical reality, most cueing conditions in VR elicited performance generally similar to those in physical reality.
CONCLUSIONS: Although slower than the controls when reaching for stationary balls, persons with PD increased movement speed in response to fast moving balls in both VR and physical reality. This suggests that with an appropriate choice of cueing speed, VR is a promising tool for providing visual motion stimuli to improve movement speed in persons with PD. More research on the long-term effect of this type of VR training program is needed.
Copyright © 2011 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

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Year:  2011        PMID: 21718966     DOI: 10.1016/j.apmr.2011.03.014

Source DB:  PubMed          Journal:  Arch Phys Med Rehabil        ISSN: 0003-9993            Impact factor:   3.966


  6 in total

1.  Results From a Randomized Controlled Trial to Address Balance Deficits After Traumatic Brain Injury.

Authors:  Candace Tefertiller; Kaitlin Hays; Audrey Natale; Denise O'Dell; Jessica Ketchum; Mitch Sevigny; C B Eagye; Angela Philippus; Cynthia Harrison-Felix
Journal:  Arch Phys Med Rehabil       Date:  2019-04-19       Impact factor: 4.060

2.  Powered wheelchair simulator development: implementing combined navigation-reaching tasks with a 3D hand motion controller.

Authors:  Gordon Tao; Philippe S Archambault
Journal:  J Neuroeng Rehabil       Date:  2016-01-19       Impact factor: 4.262

3.  Exergaming as Part of the Telerehabilitation Can Be Adequate to the Outpatient Training: Preliminary Findings of a Non-randomized Pilot Study in Parkinson's Disease.

Authors:  Imre Cikajlo; Alma Hukić; Dejana Zajc
Journal:  Front Neurol       Date:  2021-03-16       Impact factor: 4.003

4.  An Instrumental Measure of Hand and Facial Movement Abnormalities in Patients With Schizophrenia.

Authors:  Shu-Mei Wang; Wen-Chen Ouyang; Hsiao-Man Hsu; Li-Ta Hsu
Journal:  Front Psychiatry       Date:  2022-03-04       Impact factor: 4.157

5.  Effects of object size and distance on reaching kinematics in patients with schizophrenia.

Authors:  Shu-Mei Wang; Li-Chieh Kuo; Wen-Chen Ouyang; Hsiao-Man Hsu; Hui-Ing Ma
Journal:  Hong Kong J Occup Ther       Date:  2018-03-08       Impact factor: 0.917

6.  Virtual Reality as a Vehicle to Empower Motor-Cognitive Neurorehabilitation.

Authors:  Daniel Perez-Marcos; Mélanie Bieler-Aeschlimann; Andrea Serino
Journal:  Front Psychol       Date:  2018-11-02
  6 in total

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