Literature DB >> 24981192

Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.

Carlos Bandeira de Mello Monteiro1, Thais Massetti2, Talita Dias da Silva2, John van der Kamp3, Luiz Carlos de Abreu4, Claudio Leone4, Geert J P Savelsbergh5.   

Abstract

With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice two coincidence-timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key. In the more abstract, less tangible task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did-as did their typically developing peers-improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully.
Copyright © 2014 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Cerebral palsy; Rehabilitation; User–computer interface; Virtual reality

Mesh:

Year:  2014        PMID: 24981192     DOI: 10.1016/j.ridd.2014.06.006

Source DB:  PubMed          Journal:  Res Dev Disabil        ISSN: 0891-4222


  16 in total

1.  A Systematic Review of Behavioral Intervention Technologies for Youth With Chronic Health Conditions and Physical and Intellectual Disabilities: Implications for Adolescents and Young Adults With Spina Bifida.

Authors:  Colleen Stiles-Shields; Autumn N Crowe; Colleen F Bechtel Driscoll; Diana M Ohanian; Alexa Stern; Elicia Wartman; Adrien M Winning; Q Eileen Wafford; Emily G Lattie; Grayson N Holmbeck
Journal:  J Pediatr Psychol       Date:  2019-04-01

2.  Adaptive Ankle Resistance from a Wearable Robotic Device to Improve Muscle Recruitment in Cerebral Palsy.

Authors:  Benjamin C Conner; Jason Luque; Zachary F Lerner
Journal:  Ann Biomed Eng       Date:  2020-01-16       Impact factor: 3.934

3.  Back to reality: differences in learning strategy in a simplified virtual and a real throwing task.

Authors:  Zhaoran Zhang; Dagmar Sternad
Journal:  J Neurophysiol       Date:  2020-11-04       Impact factor: 2.714

4.  Sequential motor learning transfers from real to virtual environment.

Authors:  Yuhi Takeo; Masayuki Hara; Yuna Shirakawa; Takashi Ikeda; Hisato Sugata
Journal:  J Neuroeng Rehabil       Date:  2021-06-30       Impact factor: 4.262

5.  Functional performance comparison between real and virtual tasks in older adults: A cross-sectional study.

Authors:  Ítalla Maria Pinheiro Bezerra; Tânia Brusque Crocetta; Thais Massetti; Talita Dias da Silva; Regiani Guarnieri; Cassio de Miranda Meira; Claudia Arab; Luiz Carlos de Abreu; Luciano Vieira de Araujo; Carlos Bandeira de Mello Monteiro
Journal:  Medicine (Baltimore)       Date:  2018-01       Impact factor: 1.889

6.  Short-term motor learning through non-immersive virtual reality task in individuals with down syndrome.

Authors:  Carlos Bandeira de Mello Monteiro; Talita Dias da Silva; Luiz Carlos de Abreu; Felipe Fregni; Luciano Vieira de Araujo; Fernando Henrique Inocêncio Borba Ferreira; Claudio Leone
Journal:  BMC Neurol       Date:  2017-04-14       Impact factor: 2.474

Review 7.  The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review.

Authors:  Thais Massetti; Talita Dias da Silva; Tânia Brusque Crocetta; Regiani Guarnieri; Bruna Leal de Freitas; Priscila Bianchi Lopes; Suzanna Watson; James Tonks; Carlos Bandeira de Mello Monteiro
Journal:  J Cent Nerv Syst Dis       Date:  2018-11-27

8.  Analysis of motor performance in individuals with cerebral palsy using a non-immersive virtual reality task - a pilot study.

Authors:  Fabiana Paula Almeida Martins; Thaís Massetti; Tania Brusque Crocetta; Priscila Bianchi Lopes; Amanda Abreu da Silva; Eliketylen Fernandes Figueiredo; Luiz Carlos de Abreu; Talita Dias da Silva; Carlos Bandeira de Mello Monteiro
Journal:  Neuropsychiatr Dis Treat       Date:  2019-02-04       Impact factor: 2.570

9.  Congruency of Information Rather Than Body Ownership Enhances Motor Performance in Highly Embodied Virtual Reality.

Authors:  Ingrid A Odermatt; Karin A Buetler; Nicolas Wenk; Özhan Özen; Joaquin Penalver-Andres; Tobias Nef; Fred W Mast; Laura Marchal-Crespo
Journal:  Front Neurosci       Date:  2021-07-02       Impact factor: 4.677

10.  Computer task performance by subjects with Duchenne muscular dystrophy.

Authors:  Silvia Regina Pinheiro Malheiros; Talita Dias da Silva; Francis Meire Favero; Luiz Carlos de Abreu; Felipe Fregni; Denise Cardoso Ribeiro; Carlos Bandeira de Mello Monteiro
Journal:  Neuropsychiatr Dis Treat       Date:  2015-12-30       Impact factor: 2.570

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