In recent decades, gaming technology has been accepted as a feasible method for complementing traditional clinical practice, especially in neurorehabilitation; however, the viability of using 3D Virtual Reality (VR) for the assessment of upper limb motor function has not been fully explored. For that purpose, we developed a VR-based version of the Box and Blocks Test (BBT), a clinical test for the assessment of manual dexterity, as an automated alternative to the classical procedure. Our VR-based BBT (VR-BBT) integrates the traditional BBT mechanics into gameplay using the Leap Motion Controller (LMC) to capture the user's hand motion and the Oculus Rift headset to provide a fully immersive experience. This paper focuses on evaluating the validity of our VR-BBT to reliably measure the manual dexterity in a sample of patients with Parkinson's Disease (PD). For this study, a group of twenty individuals in a mild to moderate stage of PD were recruited. Participants were asked to perform the physical BBT (once) and our proposed VR-BBT (twice) system, separately. Correlation analysis of collected data was carried out. Statistical analysis proved that the performance data collected by the VR-BBT significantly correlated with the conventional assessment of the BBT. The VR-BBT scores have shown a significant association with PD severity measured by the Hoehn and Yahr scale. This fact suggests that the VR-BBT could be used as a reliable indicator for health improvements in patients with PD. Finally, the VR-BBT system presented high usability and acceptability rated by clinicians and patients.
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http://dx.doi.org/10.3390/s20102773 | DOI Listing |
J Integr Neurosci
December 2024
Department of Clinical Medicine, Baoying People's Hospital, 225800 Yangzhou, Jiangsu, China.
Background: Recently, there has been a surge in virtual reality (VR)-based training for upper limb (UL) rehabilitation, which has yielded mixed results. Therefore, we aimed to explore the effects of conventional therapy combined with VR-based training on UL dysfunction during post-stroke rehabilitation.
Methods: Studies published in English before May 2023 were retrieved from PubMed, Embase, and the Cochrane Library.
J Med Ext Real
October 2024
Central Virginia VA Health Care System, Richmond, VA, USA.
Transcending Self Therapy (TST) is an integrative Cognitive Behavioral Therapy (CBT) for substance use disorders (SUD). Virtual reality (VR)-based enhancement of treatment for mental health disorders holds potential as an innovative and immersive adjunct to standards of care. However, outside of cue-conditioning applications, how VR may assist SUD treatment is not well understood.
View Article and Find Full Text PDFSci Rep
September 2024
Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Tel Hashomer, Ramat Gan, Israel.
The Rey Auditory Verbal Learning Test (RAVLT) is a commonly used tool for evaluating verbal learning and memory in neuropsychological assessments. In recent years, we developed a Virtual Reality (VR) adaptation of the RAVLT (VR-RVLT), aiming for increased ecological validity compared to the traditional pen and paper gold standard (GS-RAVLT). Following validation in healthy cohorts, the VR-RAVLT was validated with thirty individuals with Parkinson's Disease (PD) that completed both the GS-RAVLT and the VR- RAVLT.
View Article and Find Full Text PDFHealthcare (Basel)
August 2024
Laboratório de Reabilitação Psicossocial (LabRP), Centro de Investigação em Reabilitação (CIR), Escola Superior de Saúde (E2S), Polytechnic of Porto, 4200-072 Porto, Portugal.
Background: Young people with intellectual developmental disabilities have a persistent delay in the development of executive functions. Virtual reality (VR) is increasingly being used as a cognitive intervention tool, with significant effectiveness demonstrated in different types of populations.
Methods: This pilot study aims to investigate the impact of a cognitive training program utilizing VR on young adults diagnosed with intellectual developmental disabilities (IDDs).
JMIR Serious Games
August 2024
Vocational School for Anaesthesiology Technicians, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.
Background: Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions.
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