| Literature DB >> 34177496 |
Naoko Sakabe1, Samirah Altukhaim2,3, Yoshikatsu Hayashi2, Takeshi Sakurada4, Shiro Yano1, Toshiyuki Kondo1.
Abstract
The long-term effects of impairment have a negative impact on the quality of life of stroke patients in terms of not using the affected limb even after some recovery (i.e., learned non-use). Immersive virtual reality (IVR) has been introduced as a new approach for the treatment of stroke rehabilitation. We propose an IVR-based therapeutic approach to incorporate positive reinforcement components in motor coordination as opposed to constraint-induced movement therapy (CIMT). This study aimed to investigate the effect of IVR-reinforced physical therapy that incorporates positive reinforcement components in motor coordination. To simulate affected upper limb function loss in patients, a wrist weight was attached to the dominant hand of participant. Participants were asked to choose their right or left hand to reach toward a randomly allocated target. The movement of the virtual image of the upper limb was reinforced by visual feedback to participants, that is, the participants perceived their motor coordination as if their upper limb was moving to a greater degree than what was occurring in everyday life. We found that the use of the simulated affected limb was increased after the visual feedback enhancement intervention, and importantly, the effect was maintained even after gradual withdrawal of the visual amplification. The results suggest that positive reinforcement within the IVR could induce an effect on decision making in hand usage.Entities:
Keywords: constraint-induced movement therapy; immersive virtual reality; learned non-use; reinforcement-induced movement therapy; visual amplification
Year: 2021 PMID: 34177496 PMCID: PMC8232051 DOI: 10.3389/fnhum.2021.677578
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.169
Figure 1Immersive Virtual Reality system integrated with motion capture. (A) A 1.0 kg wrist weight was attached to the distal portion of the dominant forearm of the healthy participant to simulate the affected upper limb of stroke patients. A head-mounted display (HMD) was attached to the head with a strap, and a motion capture system (Leap motion) was attached to the front part of the HMD. (B) The participant placed their hands at the home positions, and the target appeared randomly along with the semi-circle. The participant was asked to reach for the target immediately by choosing their virtually impaired or unaffected hand.
Figure 2Definition of border angle. (A) At each trial, participants were asked to reach toward a target that was randomly drawn from seven candidate positions. The task was repeated until 70 trials were completed (10 times for each target). (B) According to the probability distribution of right-hand usage, the border angle is determined as the angle-approximated psychometric function that results in a probability of 50%.
Figure 3Flow of experiment. The experiment consisted of four experimental phases (baseline, pre-test, intervention, and post-test), each of which includes practice or gradual withdrawal session, and a test session.
Figure 4Box plot of the border angles for each phase (N = 43). Statistical significance was confirmed between the baseline and pre-test phases (**p < 0.01), the pre-test and intervention phases (*p < 0.05), and the pre-test and post-test phases (p < 0.05).