TY - JOUR
T1 - Exercise intensity of the upper limb can be enhanced using a virtual rehabilitation system
AU - Baniña, Melanie C.
AU - Molad, Roni
AU - Solomon, John S.
AU - Berman, Sigal
AU - Soroker, Nachum
AU - Frenkel-Toledo, Silvi
AU - Liebermann, Dario G.
AU - Levin, Mindy F.
N1 - Funding Information:
This project is supported by the Canada-Israel Health Research Programme (MFL and DGL), a programme that is jointly funded by the Canadian Institutes of Health Research, Azrieli Foundation, International Development Research Centre [grant number 108186-001] and Israel Science Foundation [grant number 2392]. MCB was partially supported by the Zavalkoff Family Foundation’s Brain@McGill and Tel Aviv University Collaboration for Neurodevelopmental, Neurodegenerative and Neuropsychiatric Diseases: Prevention, Diagnosis and Treatment. The authors would like to thank Subramanian Durairaj, Apoorva Shankaranarayana., Arel Shasha, and Rejean Prevost for their help in data collection.
Publisher Copyright:
© 2020 Informa UK Limited, trading as Taylor & Francis Group.
PY - 2022
Y1 - 2022
N2 - Purpose: Motor recovery of the upper limb (UL) is related to exercise intensity, defined as movement repetitions divided by minutes in active therapy, and task difficulty. However, the degree to which UL training in virtual reality (VR) applications deliver intense and challenging exercise and whether these factors are considered in different centres for people with different sensorimotor impairment levels is not evidenced. We determined if (1) a VR programme can deliver high UL exercise intensity in people with sub-acute stroke across different environments and (2) exercise intensity and difficulty differed among patients with different levels of UL sensorimotor impairment. Methods: Participants with sub-acute stroke (<6 months) with Fugl-Meyer scores ranging from 14 to 57, completed 10 ∼ 50-min UL training sessions using three unilateral and one bilateral VR activity over 2 weeks in centres located in three countries. Training time, number of movement repetitions, and success rates were extracted from game activity logs. Exercise intensity was calculated for each participant, related to UL impairment, and compared between centres. Results: Exercise intensity was high and was progressed similarly in all centres. Participants had most difficulty with bilateral and lateral reaching activities. Exercise intensity was not, while success rate of only one unilateral activity was related to UL severity. Conclusion: The level of intensity attained with this VR exercise programme was higher than that reported in current stroke therapy practice. Although progression through different activity levels was similar between centres, clearer guidelines for exercise progression should be provided by the VR application.Implications for rehabilitation VR rehabilitation systems can be used to deliver intensive exercise programmes. VR rehabilitation systems need to be designed with measurable progressions through difficulty levels.
AB - Purpose: Motor recovery of the upper limb (UL) is related to exercise intensity, defined as movement repetitions divided by minutes in active therapy, and task difficulty. However, the degree to which UL training in virtual reality (VR) applications deliver intense and challenging exercise and whether these factors are considered in different centres for people with different sensorimotor impairment levels is not evidenced. We determined if (1) a VR programme can deliver high UL exercise intensity in people with sub-acute stroke across different environments and (2) exercise intensity and difficulty differed among patients with different levels of UL sensorimotor impairment. Methods: Participants with sub-acute stroke (<6 months) with Fugl-Meyer scores ranging from 14 to 57, completed 10 ∼ 50-min UL training sessions using three unilateral and one bilateral VR activity over 2 weeks in centres located in three countries. Training time, number of movement repetitions, and success rates were extracted from game activity logs. Exercise intensity was calculated for each participant, related to UL impairment, and compared between centres. Results: Exercise intensity was high and was progressed similarly in all centres. Participants had most difficulty with bilateral and lateral reaching activities. Exercise intensity was not, while success rate of only one unilateral activity was related to UL severity. Conclusion: The level of intensity attained with this VR exercise programme was higher than that reported in current stroke therapy practice. Although progression through different activity levels was similar between centres, clearer guidelines for exercise progression should be provided by the VR application.Implications for rehabilitation VR rehabilitation systems can be used to deliver intensive exercise programmes. VR rehabilitation systems need to be designed with measurable progressions through difficulty levels.
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U2 - 10.1080/17483107.2020.1765421
DO - 10.1080/17483107.2020.1765421
M3 - Article
AN - SCOPUS:85085288994
SN - 1748-3107
VL - 17
SP - 100
EP - 106
JO - Disability and Rehabilitation: Assistive Technology
JF - Disability and Rehabilitation: Assistive Technology
IS - 1
ER -