Publication | Closed Access
Error Augmentation in Immersive Virtual Reality for Bimanual Upper-Limb Rehabilitation in Individuals With and Without Hemiplegic Cerebral Palsy
39
Citations
32
References
2019
Year
Error AugmentationUpper ExtremityMotor RehabilitationNeurological RehabilitationMotor ControlCerebral PalsyMotor DifficultyRehabilitation RoboticsStroke RehabilitationKinesiologyVirtual RealityImmersive TechnologyImmersive Virtual RealityNeurologyNeurorehabilitationHealth SciencesCognitive ScienceAssistive TechnologyTraining MethodRehabilitationTelerehabilitationPhysical TherapyHemiplegic Cerebral PalsyExtended RealityMedicine
With more readily available commercial immersive virtual reality (VR) technologies, the potential of new feedback strategies as tools to facilitate motor rehabilitation should be investigated. Augmented feedback or error augmentation (EA) can easily be shown in a virtual environment. Here, visual EA provided via immersive VR was tested for its effectiveness to improve bimanual symmetry in a reaching task. A single-session crossover design was used to test two training cases, with or without EA. With EA, the distance between hands in the forward direction was augmented. Participants were recruited from typically developing (TD) populations (n = 12, ages 13-21) and performed in an adapted environment with an initial asymmetry between limbs. Also, five participants with hemiplegic cerebral palsy (CP) (ages 14-21, MACS I-III) completed the study. Among TD participants, a significantly larger change in symmetry in the adapted environment was shown after EA than training without EA (F (1, 10) = 9.64, p = 0.01). Each participant in the CP group also improved more after EA training (8.8-103.7)%, such that they achieved lower symmetry error after training with EA. As participants in both groups adapted more symmetrically with EA, beneficial changes from this training method could be evaluated in future studies for longer-term functional changes.
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