Effect of a Home-Based Virtual Reality Intervention for Children with Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study

Effect of a Home-Based Virtual Reality Intervention for Children with Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study
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DOI:
10.1155/2015/812348
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发表时间:
2015-01-01
影响因子:
1.8
通讯作者:
Howard, Ayanna M.
Howard, Ayanna M.
中科院分区:
其他
文献类型:
--
作者:
Chen, Yuping;Garcia-Vergara, Sergio;Howard, Ayanna M.

文献摘要

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Objective.这项试点研究的目的是确定Super Pop VR(一种低成本的虚拟现实(VR)系统)是否是记录脑瘫儿童(CP)改善的可行系统,以及基于家庭的VR干预是否有效。方法.三名患有CP的儿童参与了这项研究,并使用商业EyeToy PlayVR系统接受了为期8周的VR干预(30分钟x 5次/周)。在干预前、干预中和干预后,对Super PopVR和两种精细运动工具(Bruininks-Oseretsky运动能力测试第二版,BOT-2和儿科运动活动日志,PMAL)测量的到达运动学进行了测试。结果所有儿童都成功地在家中使用Super Pop VR系统完成了评估,其中收集的85%的延伸用于计算延伸运动学,这与使用昂贵的运动分析系统的文献兼容。只有偏瘫CP和手臂功能受损的儿童在干预后改善了患手的伸展运动学和功能使用。结论Super Pop VR被证明是CP儿童的可行评估工具。
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual reality (VR) system, was a feasible system for documenting improvement in children with cerebral palsy (CP) and whether a home-based VR intervention was effective. Methods. Three children with CP participated in this study and received an 8-week VR intervention (30 minutes x 5 sessions/week) using the commercial EyeToy PlayVR system. Reaching kinematics measured by Super PopVR and two fine motor tools (Bruininks-Oseretsky Test of Motor Proficiency second edition, BOT-2, and Pediatric Motor Activity Log, PMAL) were tested before, mid, and after intervention. Results. All children successfully completed the evaluations using the Super Pop VR system at home where 85% of the reaches collected were used to compute reaching kinematics, which is compatible with literature using expensive motion analysis systems. Only the child with hemiplegic CP and more impaired arm function improved the reaching kinematics and functional use of the affected hand after intervention. Conclusion. Super Pop VR proved to be a feasible evaluation tool in children with CP.