| Literature DB >> 32414177 |
Edwin Daniel Oña1, Alberto Jardón1, Alicia Cuesta-Gómez2, Patricia Sánchez-Herrera-Baeza2, Roberto Cano-de-la-Cuerda2, Carlos Balaguer1.
Abstract
In recent decades, gaming technology has been accepted as a feasible method for complementing traditional clinical practice, especially in neurorehabilitation; however, the viability of using 3D Virtual Reality (VR) for the assessment of upper limb motor function has not been fully explored. For that purpose, we developed a VR-based version of the Box and Blocks Test (BBT), a clinical test for the assessment of manual dexterity, as an automated alternative to the classical procedure. Our VR-based BBT (VR-BBT) integrates the traditional BBT mechanics into gameplay using the Leap Motion Controller (LMC) to capture the user's hand motion and the Oculus Rift headset to provide a fully immersive experience. This paper focuses on evaluating the validity of our VR-BBT to reliably measure the manual dexterity in a sample of patients with Parkinson's Disease (PD). For this study, a group of twenty individuals in a mild to moderate stage of PD were recruited. Participants were asked to perform the physical BBT (once) and our proposed VR-BBT (twice) system, separately. Correlation analysis of collected data was carried out. Statistical analysis proved that the performance data collected by the VR-BBT significantly correlated with the conventional assessment of the BBT. The VR-BBT scores have shown a significant association with PD severity measured by the Hoehn and Yahr scale. This fact suggests that the VR-BBT could be used as a reliable indicator for health improvements in patients with PD. Finally, the VR-BBT system presented high usability and acceptability rated by clinicians and patients.Entities:
Keywords: Parkinson’s disease; assessment; automatic; games for health; manual dexterity; neurological rehabilitation; virtual reality
Mesh:
Year: 2020 PMID: 32414177 PMCID: PMC7285781 DOI: 10.3390/s20102773
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1The classical Box and Blocks Tests (BBT): (a) components: wooden box and colored cubes; (b) mechanics: user performing the test.
Figure 2The virtual reality (VR)-based Box and Blocks Test (BBT): (a) assessment setup and components; (b) hardware connection of devices.
Figure 3Virtual scenarios of the VR-BBT: (a) welcome scenario; (b) assessment scenario.
Figure 4Process for automatic test administration: (a) launching assessment; (b) options’ menu; (c) assessment scenario; (d) instructions given; (e) starting evaluation; (f) intermediate panels; (g) dominant hand evaluation; (h) non-dominant hand evaluation; (i) farewell panel.
Socio-demographic and descriptive data of participants.
| Variable | Data |
|---|---|
| Age | 74.35 ( |
| Sex (male/female) | 17/3 |
| More affected side (right/left) | 6/14 |
| Hoehn & Yahr | II (8) /III (12) |
| Schwab and England score (%) | 71.66 (± 4.01) |
Mean (± SD).
Total scores obtained with the physical and virtual systems; the systematic error (SysErr): (average of transferred cubes with the BBT) ÷ (average of transferred cubes with the VR-BBT).
| Participant | More Affected Side | Less Affected Side | ||||||
|---|---|---|---|---|---|---|---|---|
| BBT | VRBBT | BBT | VRBBT | |||||
| Attempt 1 | Attempt 2 | Mean | Attempt 1 | Attempt 2 | Mean | |||
| 1 | 66 | 22 | 15 | 18.5 | 59 | 23 | 23 | 23.0 |
| 2 | 54 | 25 | 29 | 27.0 | 59 | 30 | 26 | 28.0 |
| 3 | 45 | 20 | 23 | 21.5 | 49 | 28 | 24 | 26.0 |
| 4 | 58 | 20 | 21 | 20.5 | 49 | 24 | 25 | 24.5 |
| 5 | 35 | 15 | 18 | 16.5 | 37 | 11 | 22 | 16.5 |
| 6 | 54 | 19 | 19 | 19.0 | 51 | 23 | 27 | 25.0 |
| 7 | 35 | 15 | 14 | 14.5 | 47 | 9 | 12 | 10.5 |
| 8 | 40 | 9 | 11 | 10.0 | 52 | 18 | 21 | 19.5 |
| 9 | 62 | 19 | 22 | 20.5 | 57 | 17 | 21 | 19.0 |
| 10 | 43 | 20 | 20 | 20.0 | 50 | 30 | 24 | 27.0 |
| 11 | 34 | 18 | 13 | 15.5 | 38 | 8 | 11 | 9.5 |
| 12 | 53 | 19 | 21 | 20.0 | 48 | 25 | 22 | 23.5 |
| 13 | 43 | 19 | 17 | 18.0 | 47 | 16 | 13 | 14.5 |
| 14 | 46 | 9 | 7 | 8.0 | 48 | 9 | 8 | 8.5 |
| 15 | 64 | 19 | 15 | 17.0 | 62 | 21 | 21 | 21.0 |
| 16 | 42 | 20 | 17 | 18.5 | 43 | 24 | 21 | 22.5 |
| 17 | 40 | 10 | 12 | 11.0 | 33 | 5 | 10 | 7.5 |
| 18 | 49 | 20 | 17 | 18.5 | 47 | 24 | 21 | 22.5 |
| 19 | 44 | 17 | 20 | 18.5 | 47 | 25 | 16 | 20.5 |
| 20 | 45 | 15 | 13 | 14.0 | 56 | 14 | 18 | 16.0 |
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| 48 | 17.4 | 49 | 19.3 | ||||
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| 9.6 | 4.3 | 7.5 | 6.4 | ||||
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Ratio percentage for the physical and virtual systems; Ratio percentage: (number of cubes moved by the more affected side ÷ number of cubes moved by the less affected side) × 100.
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| 1 | 111.86 | 80.43 |
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| 2 | 91.53 | 96.43 | |
| 3 | 91.84 | 82.69 | |
| 4 | 118.37 | 83.67 | |
| 5 | 94.59 | 100.00 | |
| 6 | 105.88 | 76.00 | |
| 7 | 74.47 | 138.10 | |
| 8 | 76.92 | 51.28 | |
| 9 | 108.77 | 107.89 | |
| 10 | 86.00 | 74.07 | |
| 11 | 89.47 | 163.16 | |
| 12 | 110.42 | 85.11 | |
| 13 | 91.49 | 124.14 | |
| 14 | 95.83 | 94.12 | |
| 15 | 103.23 | 80.95 | |
| 16 | 97.67 | 82.22 | |
| 17 | 121.21 | 146.67 | |
| 18 | 104.26 | 82.22 | |
| 19 | 93.62 | 90.24 | |
| 20 | 80.36 | 87.50 | |
Figure 5Box-plot of the BBT and VR-BBT scores.
Figure 6Normalized proportion of transferred cubes with the BBT and VR-BBT systems.
Figure 7Correlation plot between virtual scoring (VR-BBT) and manual counting (BBT).
Pearson’s correlation coefficients between physical (BBT) and virtual (VR-BBT) systems.
| BBT—VRBBT | ||
|---|---|---|
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| More affected side | 0.499 | 0.025 * |
| Less affected side | 0.510 | 0.022 * |
* Significant at the 0.05 level (2-tailed).
Pearson’s correlation coefficients between the Hoehn and Yahr scale and VR-BBT systems.
| Hoehn & Yahr Scale—VRBBT | ||
|---|---|---|
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| More affected side | 0.696 | 0.001 * |
| Less affected side | 0.466 | 0.038 * |
* Significant at the 0.05 level (2-tailed).
Test–retest reliability of the VR-BBT.
| ICC | IC95% |
| |
|---|---|---|---|
| More affected side | 0.876 | 0.686–0.951 | <0.001 * |
| Less affected side | 0.873 | 0.675–0.950 | <0.001 * |
* Significant at the 0.001 level.
Results of satisfaction questionnaires for clinicians.
| Clinicians | Items | Strongly | Disagree | Neither Agreement | Agree | Strongly |
|---|---|---|---|---|---|---|
| 1 | (1) | x | ||||
| (2) | x | |||||
| (3) | x | |||||
| (4) | x | |||||
| 2 | (1) | x | ||||
| (2) | x | |||||
| (3) | x | |||||
| (4) | x | |||||
| 3 | (1) | x | ||||
| (2) | x | |||||
| (3) | x | |||||
| (4) | x |
Items: (1) Are you satisfied with the VR-BBT? (2) Has the VR-BBT been useful in order to assess unilateral gross manual dexterity? (3) Would you recommend the VR-BBT to other clinicians? (4) Do you think that the VR-BBT has advantages compared to the BBT?
Results of satisfaction questionnaires for participants.
| Items | Strongly | Disagree | Neither Agreement | Agree | Strongly | |
|---|---|---|---|---|---|---|
| (1) | Would you recommend this assessment to other patients? | 2 | 2 | 16 | ||
| (2) | Would you repeat this assessment if your clinician recommends it? | 1 | 4 | 15 | ||
| (3) | Overall, I am satisfied with the services received | 3 | 17 | |||
| (4) | The adaptation and management of technology has been easy | 2 | 3 | 15 | ||
| (5) | I consider this type of assessment useful for rehabilitation | 2 | 1 | 17 |
Scores are given as the number of participants who marked an item.