Abstract

The anatomical and physiological heterogeneity of strokes and persons with stroke, along with the complexity of normal upper extremity movement make the possibility that any single treatment approach will become the definitive solution for all persons with upper extremity hemiparesis due to stroke unlikely. This situation and the non-inferiority level outcomes identified by many studies of virtual rehabilitation are considered by some to indicate that it is time to consider other treatment modalities. Our group, among others, has endeavored to build on the initial positive outcomes in studies of virtual rehabilitation by identifying patient populations, treatment settings and training schedules that will best leverage virtual rehabilitation's strengths. We feel that data generated by our lab and others suggest that (1) persons with stroke may adapt to virtual rehabilitation of hand function differently based on their level of impairment and stage of recovery and (2) that less expensive, more accessible home based equipment seems to be an effective alternative to clinic based treatment that justifies continued optimism and study.

Highlights

  • Virtual reality (VR) is an approach to human computer interface that utilizes multisensory feedback designed to foster a sense of immersion or agency in a simulated task or activity

  • In an effort to gain insight into functional/electrophyisological changes made by the recovering brain and the impact of early, hand focused rehabilitation on these changes, we have employed transcranial magnetic stimulation (TMS) mapping in subsets of subjects participating in the pilot study we describe above

  • The balance of this paper will present unpublished and synthesized findings from previously published and unpublished studies that all examined virtual rehabilitation simulations in an attempt to present three contrasts: [1] adaptations made by persons with severe impairments Upper Extremity Fugyl Meyer Assessment (UEFMA)

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Summary

INTRODUCTION

Virtual reality (VR) is an approach to human computer interface that utilizes multisensory feedback designed to foster a sense of immersion or agency in a simulated task or activity. The balance of this paper will present unpublished and synthesized findings from previously published and unpublished studies that all examined virtual rehabilitation simulations in an attempt to present three contrasts: [1] adaptations made by persons with severe impairments Upper Extremity Fugyl Meyer Assessment (UEFMA)

CONCLUSIONS
Findings
ETHICS STATEMENT
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