Kinematic features of arm and trunk movements in stroke patients and age-matched healthy controls during reaching in virtual and physical environments

D. Liebermann, M. Levin, S. Berman, H. Weingarden, P. Weiss
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引用次数: 6

Abstract

Motor performance of stroke patients and healthy individuals was compared in terms of selected kinematic features of arm and trunk movements while subjects reached for visual targets in virtual (VR) and physical (PH) environments. In PH, the targets were placed at an extended arm distance, while in VR comparably placed virtual targets were presented via GestureTek's IREX system. Our goal was to obtain further insights into research methods related to VR-based rehabilitation. Eight right-hemiparetic stroke patients (age =46–87 years) and 8 healthy adults (age =51–73 years) completed 84 reaching movements in VR and PH environments while seated. The results showed that arm and trunk movements differed in the two environments in patients and to a lesser extent in healthy individuals. Arm motion of patients became jerkier in VR, with larger paths and longer movement durations, and presented greater arm torsion (i.e., larger elbow rotations around the hand-shoulder axis). Interestingly, patients also showed a significant reduction of compensatory trunk movements during VR reaching. The findings indicate that when targets were perceived to be beyond hand reach, stroke patients may be less able to estimate 3D virtual target locations obtained from the 2D TV planar displays. This was not the case for healthy participants.
在虚拟和物理环境中接触中风患者和年龄匹配的健康对照者的手臂和躯干运动的运动学特征
当受试者在虚拟(VR)和物理(PH)环境中达到视觉目标时,中风患者和健康个体的运动表现在手臂和躯干运动的选择运动学特征方面进行了比较。在PH中,目标被放置在一个延长的手臂距离,而在VR中,相对放置的虚拟目标通过GestureTek的IREX系统呈现。我们的目标是进一步了解与vr康复相关的研究方法。8名右半偏瘫卒中患者(年龄46-87岁)和8名健康成人(年龄51-73岁)在VR和PH环境下完成84个坐位伸手动作。结果表明,在两种环境中,患者的手臂和躯干运动有所不同,健康个体的差异较小。患者的手臂运动在VR中变得更不稳定,运动路径更大,运动持续时间更长,手臂扭转更大(即肘关节绕手肩轴旋转更大)。有趣的是,患者在VR到达过程中也表现出代偿性躯干运动的显著减少。研究结果表明,当目标被认为是手够不到的时候,中风患者可能不太能够估计从2D电视平面显示器获得的3D虚拟目标位置。对于健康的参与者来说,情况并非如此。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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