Literature DB >> 25594971

Quality of Grasping and the Role of Haptics in a 3-D Immersive Virtual Reality Environment in Individuals With Stroke.

Mindy F Levin, Eliane C Magdalon, Stella M Michaelsen, Antonio A F Quevedo.   

Abstract

Reaching and grasping parameters with and without haptic feedback were characterized in people with chronic post-stroke behaviors. Twelve (67 ± 10 years) individuals with chronic stroke and arm/hand paresis (Fugl-Meyer Assessment-Arm: ≥ 46/66 pts) participated. Three dimensional (3-D) temporal and spatial kinematics of reaching and grasping movements to three objects (can: cylindrical grasp; screwdriver: power grasp; pen: precision grasp) in a physical environment (PE) with and without additional haptic feedback and a 3-D virtual environment (VE) with haptic feedback were recorded. Participants reached, grasped and transported physical and virtual objects using similar movement strategies in all conditions. Reaches made in VE were less smooth and slower compared to the PE. Arm and trunk kinematics were similar in both environments and glove conditions. For grasping, stroke subjects preserved aperture scaling to object size but used wider hand apertures with longer delays between times to maximal reaching velocity and maximal grasping aperture. Wearing the glove decreased reaching velocity. Our results in a small group of subjects suggest that providing haptic information in the VE did not affect the validity of reaching and grasping movement. Small disparities in movement parameters between environments may be due to differences in perception of object distance in VE. Reach-to-grasp kinematics to smaller objects may be improved by better 3-D rendering. Comparable kinematics between environments and conditions is encouraging for the incorporation of high quality VEs in rehabilitation programs aimed at improving upper limb recovery.

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Year:  2015        PMID: 25594971     DOI: 10.1109/TNSRE.2014.2387412

Source DB:  PubMed          Journal:  IEEE Trans Neural Syst Rehabil Eng        ISSN: 1534-4320            Impact factor:   3.802


  9 in total

1.  PROJECT HEAVEN: Preoperative Training in Virtual Reality.

Authors:  Kiratipath Iamsakul; Alexander V Pavlovcik; Jesus I Calderon; Lance M Sanderson
Journal:  Surg Neurol Int       Date:  2017-04-26

2.  Coordination of reach-to-grasp in physical and haptic-free virtual environments.

Authors:  Mariusz P Furmanek; Luis F Schettino; Mathew Yarossi; Sofia Kirkman; Sergei V Adamovich; Eugene Tunik
Journal:  J Neuroeng Rehabil       Date:  2019-06-27       Impact factor: 4.262

3.  Detecting compensatory movements of stroke survivors using pressure distribution data and machine learning algorithms.

Authors:  Siqi Cai; Guofeng Li; Xiaoya Zhang; Shuangyuan Huang; Haiqing Zheng; Ke Ma; Longhan Xie
Journal:  J Neuroeng Rehabil       Date:  2019-11-04       Impact factor: 4.262

4.  The Trade-Off of Virtual Reality Training for Dart Throwing: A Facilitation of Perceptual-Motor Learning With a Detriment to Performance.

Authors:  Stefanie A Drew; Madeline F Awad; Jazlyn A Armendariz; Bar Gabay; Isaiah J Lachica; Jacob W Hinkel-Lipsker
Journal:  Front Sports Act Living       Date:  2020-05-21

5.  Context matters during pick-and-place in VR: Impact on search and transport phases.

Authors:  Olga Lukashova-Sanz; Rajat Agarwala; Siegfried Wahl
Journal:  Front Psychol       Date:  2022-09-08

6.  Increased cognitive load in immersive virtual reality during visuomotor adaptation is associated with decreased long-term retention and context transfer.

Authors:  Julia M Juliano; Nicolas Schweighofer; Sook-Lei Liew
Journal:  J Neuroeng Rehabil       Date:  2022-10-05       Impact factor: 5.208

Review 7.  Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? - A Narrative Review of the Literature.

Authors:  Wei-Peng Teo; Makii Muthalib; Sami Yamin; Ashlee M Hendy; Kelly Bramstedt; Eleftheria Kotsopoulos; Stephane Perrey; Hasan Ayaz
Journal:  Front Hum Neurosci       Date:  2016-06-24       Impact factor: 3.169

8.  Patient-Tailored Augmented Reality Games for Assessing Upper Extremity Motor Impairments in Parkinson's Disease and Stroke.

Authors:  Paulina J M Bank; Marina A Cidota; P Elma W Ouwehand; Stephan G Lukosch
Journal:  J Med Syst       Date:  2018-10-30       Impact factor: 4.460

Review 9.  Learning and transfer of complex motor skills in virtual reality: a perspective review.

Authors:  Danielle E Levac; Meghan E Huber; Dagmar Sternad
Journal:  J Neuroeng Rehabil       Date:  2019-10-18       Impact factor: 4.262

  9 in total

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