The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - a cross-sectional randomized study

Andréa Fernanda Leal, Talita Dias da Silva, Priscila Bianchi Lopes, Shayan Bahadori, Luciano Vieira de Araújo, Murillo Vinicius Brandão da Costa, Íbis Ariana Peña de Moraes, Ricardo Henrique Marques, Tania Brusque Crocetta, Luiz Carlos de Abreu, Carlos Bandeira de Mello Monteiro, Andréa Fernanda Leal, Talita Dias da Silva, Priscila Bianchi Lopes, Shayan Bahadori, Luciano Vieira de Araújo, Murillo Vinicius Brandão da Costa, Íbis Ariana Peña de Moraes, Ricardo Henrique Marques, Tania Brusque Crocetta, Luiz Carlos de Abreu, Carlos Bandeira de Mello Monteiro

Abstract

Background: Cerebral Palsy (CP) is characterised by variable difficulties in muscular action, resulting in inability of the individual to perform functional movement. An option to provide functionality to the individual with CP is the use of computer innovation. The aim of this paper was to verify if there was any performance improvement in a task performed in a virtual environment and if there was transfer to the task performed in the real environment and vice versa in this population.

Methods: A computer program was developed comprising a motor task, but with two possibilities of user interaction: a) concrete interface (with physical contact): in which the individual touches the computer screen to finish the task and b) abstract interface (no physical contact): in which the individual performs a hand movement in front of the Kinect device. Participants were split into two groups. The experimental group consisted of 28 individuals with CP within the ages of 6 and 15 years old. The control group included 28 typically developing individuals mirroring the age and sex of the experimental group.

Results: Individuals from both groups were able to improve task performance and retain acquired information. The CP group presented worse performance than the control group in all phases of the study. Further findings showed that the CP group presented better performance in the abstract interface than in the concrete interface, whereas, in the control group, the opposite occurred: their best performance was in the concrete.

Conclusions: Motor tasks performed by individuals with CP through an interface with a more virtual environment feature (abstract interface: Kinect) provided better performance when compared to an interface with a more real characteristic (concrete interface: Touchscreen).

Trial registration: ClinicalTrials.gov Identifier - NCT03352440; Date of registration - November 17, 2017.

Keywords: Cerebral palsy; Learning; Motor activity; Motor skills; Virtual reality exposure therapy.

Conflict of interest statement

None of the authors have any competing interests.

Figures

Fig. 1
Fig. 1
Design of the study. TD: Typical Development; CP: Cerebral Palsy; G1: Performed practice of the task using an abstract interface; G2: Performed practice of the task using an concrete interface
Fig. 2
Fig. 2
Representation of the child performing a motor task through the Touchscreen. Source: Own authorship
Fig. 3
Fig. 3
representation of the child performing a motor task through Kinect. Source: Own authorship
Fig. 4
Fig. 4
Representation of the blocks of trials in groups

References

    1. Pea R. A report: the definition and classification of cerebral palsy April 2006. Dev Med Child Neurol. 2007;49(109):8–14.
    1. Papavasiliou AS. Management of motor problems in cerebral palsy: a critical update for the clinician. Eur J Paediatr Neurol. 2009;13(5):387–396.
    1. de Mello Monteiro CB, Massetti T, da Silva TD, van der Kamp J, de Abreu LC, Leone C, et al. Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy. Res Dev Disabil. 2014;35(10):2430–2437.
    1. Thorpe DE, Valvano J. The effects of knowledge of performance and cognitive strategies on motor skill learning in children with cerebral palsy. Pediatr Phys Ther. 2002;14(1):2–15.
    1. Campbell SKP, R.J., Orlin, M. Physical therapy for children. 4th, editor. St Louis, MO: Saunders; 2011.
    1. Barton GJ, Hawken MB, Foster RJ, Holmes G, Butler PB. The effects of virtual reality game training on trunk to pelvis coupling in a child with cerebral palsy. J Neuroeng Rehabil. 2013;10(1):15.
    1. Mitchell L, Ziviani J, Oftedal S, Boyd R. The effect of virtual reality interventions on physical activity in children and adolescents with early brain injuries including cerebral palsy. Dev Med Child Neurol. 2012;54:667–671.
    1. Rea R. Virtual reality aided training of combined arm and leg movements of children with CP. Stud Health Technol Inform. 2013;184:349–355.
    1. Kourtesis P, Collina S, Doumas LAA, MacPherson SE. Validation of the virtual reality neuroscience questionnaire: maximum duration of immersive virtual reality sessions without the presence of pertinent adverse symptomatology. Front Hum Neurosci. 2019;13:417.
    1. King M, Hale L, Pekkari A, Persson M, Gregorsson M, Nilsson M. An affordable, computerised, table-based exercise system for stroke survivors. Disabil Rehabil Assist Technol. 2010;5(4):288–293.
    1. Lewis GN, Woods C, Rosie JA, McPherson KM. Virtual reality games for rehabilitation of people with stroke: perspectives from the users. Disabil Rehabil Assist Technol. 2011;6(5):453–463.
    1. Rand D, Kizony R, Weiss PT. The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation. J Neurol Phys Ther. 2008;32(4):155–163.
    1. Yong Joo L, Soon Yin T, Xu D, Thia E, Pei Fen C, Kuah CW, et al. A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. J Rehabil Med. 2010;42(5):437–441.
    1. Li W, Lam-Damji S, Chau T, Fehlings D. The development of a home-based virtual reality therapy system to promote upper extremity movement for children with hemiplegic cerebral palsy. Technol Disabil. 2009;21(3):7.
    1. Brien M, Sveistrup H. An Intensive Virtual Reality Program Improves Functional Balance and Mobility of Adolescents With Cerebral Palsy. Pediatric Physical Therapy. 2011;23(3).
    1. Tarakci D, Ersoz Huseyinsinoglu B, Tarakci E, Ozdincler A. The effects of Nintendo Wii-fit video games on balance in children with mild cerebral palsy. Pediatr Int : Official J Japan Pediatr Soc. 2016;58(10):1042–50. 10.1111/ped.12942.
    1. Ravi DK, Kumar N, Singhi P. Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review. Physiotherapy. 2017;103(3):245–258.
    1. Chen Y, Fanchiang HD, Howard A. Effectiveness of virtual reality in children with cerebral palsy: a systematic review and meta-analysis of randomized controlled trials. Phys Ther. 2017;98(1):63–77.
    1. Perrochon A, Borel B, Istrate D, Compagnat M, Daviet JC. Exercise-based games interventions at home in individuals with a neurological disease: a systematic review and meta-analysis. Ann Phys Rehabil Med. 2019;62(5):366–378.
    1. Fernani DCGL, Prado MTA, da Silva TD, Massetti T, de Abreu LC, Magalhães FH, et al. Evaluation of speed-accuracy trade-off in a computer task in individuals with cerebral palsy: a cross-sectional study. BMC Neurol. 2017;17(1):143.
    1. al. MFPAe. Analysis of motor performance in individuals with cerebral palsy using a non-immersive virtual reality task – a pilot study. Dovepress. 2019;15:417–28. 10.2147/NDT.S184510.
    1. Gibson JJ. The ecological approach to visual perception. Hillsdale, NJ: Lawrence Erlbaum associates. Inc. Original work published 1979.
    1. Milner AD, Goodale MA. Two visual systems re-viewed. Neuropsychologia. 2008;46(3):774–785.
    1. Van Der Kamp J, Rivas F, Van Doorn H, Savelsbergh G. Ventral and dorsal contributions in visual anticipation in fast ball sports. Int J Sport Psychol. 2008;39.
    1. Weel FR, van der Meer ALH, Lee DN. Effect of task on movement control in cerebral palsy: implications for assessment and therapy. Dev Med Child Neurol. 1991;33(5):419–426.
    1. Palisano R, Rosenbaum P, Walter S, Russell D, Wood E, Galuppi B. Development and reliability of a system to classify gross motor function in children with cerebral palsy. Dev Med Child Neurol. 1997;39(4):214–223.
    1. Shevell MI, Dagenais L, Hall N, The RC. The relationship of cerebral palsy subtype and functional motor impairment: a population-based study. Dev Med Child Neurol. 2009;51(11):872–877.
    1. Crocetta TB, de Araújo LV, Guarnieri R, et al. Virtual reality software package for implementing motor learning and rehabilitation experiments. Virtual Reality. 2018;22:199–209. 10.1007/s10055-017-0323-2.
    1. de Freitas BL, da Silva TD, Crocetta TB, Massetti T, de Araújo LV, Coe S, et al. Analysis of different device interactions in a virtual reality task in individuals with duchenne muscular dystrophy—a randomized controlled trial. Front Neurol. 2019;10:1–10. 10.3389/fneur.2019.00024.
    1. Lakens D. Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs. Front Psychol. 2013;4:863.
    1. Hung Y-C, Gordon AM. Motor learning of a bimanual task in children with unilateral cerebral palsy. Res Dev Disabil. 2013;34(6):1891–1896.
    1. Burtner PAea. Motor learning in children with hemiplegic cerebral palsy: feedback effects on skill acquisition. Dev Med Child Neurol 2014;56(3):259–266.
    1. van Roon D, Steenbergen B, Meulenbroek RGJ. Trunk use and co-contraction in cerebral palsy as regulatory mechanisms for accuracy control. Neuropsychologia. 2005;43(4):497–508.
    1. Richards CL, Malouin F. Chapter 18 - Cerebral palsy: definition, assessment and rehabilitation. In: Dulac O, Lassonde M, Sarnat HB, editors. Handbook of Clinical Neurology, vol. 111: Elsevier; 2013. p. 183–95.
    1. Robert MT, Guberek R, Sveistrup H, Levin MF. Motor learning in children with hemiplegic cerebral palsy and the role of sensation in short-term motor training of goal-directed reaching. Dev Med Child Neurol. 2013;55(12):1121–1128.
    1. Trevizan IL, Silva TD, Dawes H, Massetti T, Crocetta TB, Favero FM, et al. Efficacy of different interaction devices using non-immersive virtual tasks in individuals with amyotrophic lateral sclerosis: a cross-sectional randomized trial. BMC Neurol. 2018;18(1):209.
    1. Wingert JR, Burton H, Sinclair RJ, Brunstrom JE, Damiano DL. Tactile sensory abilities in cerebral palsy: deficits in roughness and object discrimination. Dev Med Child Neurol. 2008;50(11):832–838.
    1. Bezerra ÍMP, Crocetta TB, Massetti T, TDd S, Guarnieri R, CdM M Jr, et al. Functional performance comparison between real and virtual tasks in older adults: a cross-sectional study. Medicine. 2018;97(4):1–8. 10.1097/MD.0000000000009612.
    1. Crocetta TB, Guarnieri R, Massetti T, TDd S, de Almeida Barbosa RT, Ferreira de Lima Antão JY, et al. Concurrent validity and reliability of alternative computer game for the coincidence-anticipation timing task. Meas Phys Educ Exerc Sci. 2019;23(2):169–185.
    1. SRea M. Computer task performance by subjects with Duchenne muscular dystrophy neuropsychiatric disease and treatment. Dovepress. 2015;12:41–48.
    1. de Paula JN, de Mello Monteiro CB, da Silva TD, Capelini CM, de Menezes LDC, Massetti T, et al. Motor performance of individuals with cerebral palsy in a virtual game using a mobile phone. Disabil Rehabil: Assist Technol. 2018;13(6):609–613.
    1. Meyns P, Pans L, Plasmans K, Heyrman L, Desloovere K, Molenaers G. The effect of additional virtual reality training on balance in children with cerebral palsy after lower limb surgery: a feasibility study. Games Health J. 2017;6(1):39–48.
    1. de Moraes Í, Massetti T, Crocetta TB, da Silva TD, de Menezes LDC, Monteiro CBM, et al. Motor learning characterization in people with autism spectrum disorder: a systematic review. Dement Neuropsychol. 2017;11(3):276–286.

Source: PubMed

3
Subskrybuj