Abstract

Background2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs) are viewed using media like head mounted displays (HMDs) and large screen projection systems (SPS) which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS.MethodsTwo groups of subjects participated (healthy control, n = 10, aged 53.6 ± 17.2 yrs; stroke, n = 20, 66.2 ± 11.3 yrs). Arm motor impairment and spasticity were assessed in the stroke group which was divided into mild (n = 10) and moderate-to-severe (n = 10) sub-groups based on Fugl-Meyer Scores. Subjects pointed (8 times each) to 6 randomly presented targets located at two heights in the ipsilateral, middle and contralateral arm workspaces. Movements were repeated in the same VE viewed using HMD (Kaiser XL50) and SPS. Movement kinematics were recorded using an Optotrak system (Certus, 6 markers, 100 Hz). Upper limb motor performance (precision, velocity, trajectory straightness) and movement pattern (elbow, shoulder ranges and trunk displacement) outcomes were analyzed using repeated measures ANOVAs.ResultsFor all groups, there were no differences in endpoint trajectory straightness, shoulder flexion and shoulder horizontal adduction ranges and sagittal trunk displacement between the two media. All subjects, however, made larger errors in the vertical direction using HMD compared to SPS. Healthy subjects also made larger errors in the sagittal direction, slower movements overall and used less range of elbow extension for the lower central target using HMD compared to SPS. The mild and moderate-to-severe sub-groups made larger RMS errors with HMD. The only advantage of using the HMD was that movements were 22% faster in the moderate-to-severe stroke sub-group compared to the SPS.ConclusionsDespite the similarity in majority of the movement kinematics, differences in movement speed and larger errors were observed for movements using the HMD. Use of the SPS may be a more comfortable and effective option to view VEs for upper limb rehabilitation post-stroke. This has implications for the use of VR applications to enhance upper limb recovery.

Highlights

  • Virtual Reality (VR) is increasingly being used as a delivery system for rehabilitation of upper and lower limb impairments and activities of daily living post-stroke [1,2,3]

  • Kinematics of pointing, reaching and grasping movements made in 2D and 3D Virtual environments (VEs) have been compared to those made in physical environment (PE) in a series of studies by Levin and colleagues [12,13,14,15] in healthy subjects and in those with chronic post-stroke hemiparesis

  • We found some differences in motor performance and movement pattern kinematics depending upon the viewing medium used and the target location

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Summary

Introduction

Virtual Reality (VR) is increasingly being used as a delivery system for rehabilitation of upper and lower limb impairments and activities of daily living post-stroke [1,2,3]. Kinematics of pointing, reaching and grasping movements made in 2D and 3D VEs have been compared to those made in PEs in a series of studies by Levin and colleagues [12,13,14,15] in healthy subjects and in those with chronic post-stroke hemiparesis. 2D and 3D virtual reality platforms are used for designing individualized training environments for post-stroke rehabilitation. Virtual environments (VEs) are viewed using media like head mounted displays (HMDs) and large screen projection systems (SPS) which can influence the quality of perception of the environment. We estimated if there were differences in arm pointing kinematics when subjects with and without stroke viewed a 3D VE through two different media: HMD and SPS

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