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Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study.
Gehringer, James E; Woodruff Jameson, Anne; Boyer, Hailey; Konieczny, Jennifer; Thomas, Ryan; Pierce Iii, James; Cunha, Andrea B; Willett, Sandra.
Afiliación
  • Gehringer JE; Virtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Woodruff Jameson A; Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Boyer H; Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Konieczny J; Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Thomas R; Department of Occupational Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Pierce Iii J; Virtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Cunha AB; Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
  • Willett S; Virtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
JMIR Form Res ; 8: e57588, 2024 Sep 06.
Article en En | MEDLINE | ID: mdl-39241226
ABSTRACT
This single-participant case study examines the feasibility of using custom virtual reality (VR) gaming software in the home environment for low-dose Hand Arm Bimanual Intensive Training (HABIT). A 10-year-old with right unilateral cerebral palsy participated in this trial. Fine and gross motor skills as well as personal goals for motor outcomes were assessed before and after the intervention using the Box and Blocks Test, Nine-Hole Peg Test, and Canadian Occupational Performance Measure. Movement intensities collected via the VR hardware accelerometers, VR game scores, and task accuracy were recorded via the HABIT-VR software as indices of motor performance. The child and family were instructed to use the HABIT-VR games twice daily for 30 minutes over a 14-day period and asked to record when they used the system. The child used the system and completed the 14-hour, low-dose HABIT-VR intervention across 22 days. There was no change in Box and Blocks Test and Nine-Hole Peg Test scores before and after the intervention. Canadian Occupational Performance Measure scores increased but did not reach the clinically relevant threshold, due to high scores at baseline. Changes in motor task intensities during the use of VR and mastery of the VR bimanual tasks suggested improved motor efficiency. This case study provides preliminary evidence that HABIT-VR is useful for promoting adherence to HABIT activities and for the maintenance of upper extremity motor skills in the home setting.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Parálisis Cerebral / Estudios de Factibilidad / Realidad Virtual Límite: Child / Female / Humans / Male Idioma: En Revista: JMIR Form Res Año: 2024 Tipo del documento: Article País de afiliación: Estados Unidos Pais de publicación: Canadá

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Asunto principal: Parálisis Cerebral / Estudios de Factibilidad / Realidad Virtual Límite: Child / Female / Humans / Male Idioma: En Revista: JMIR Form Res Año: 2024 Tipo del documento: Article País de afiliación: Estados Unidos Pais de publicación: Canadá