TY - GEN
T1 - Kinematic features of arm and trunk movements in stroke patients and age-matched healthy controls during reaching in virtual and physical environments
AU - Liebermann, Dario G.
AU - Berman, Sigal
AU - Levin, Mindy F.
AU - Weingarden, Harold P.
AU - Weiss, Patrice L.
N1 - Funding Information:
* Supported in part by NATO Collaborative Research Grant RG.8510035, Universitii di Roma, and University of Tennessee. ** Supported in part by the Research Council of the University of Missouri and by Universit$ di Roma. *** Supporteidn partb y NATO Collaborative Research Grant RG.8510035, University of Tennessee, and University of Missouri.
PY - 2009
Y1 - 2009
N2 - 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.
AB - 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.
KW - Arm and trunk kinematics
KW - Physical environment
KW - Reaching
KW - Stroke rehabilitation
KW - Virtual enviroment
UR - http://www.scopus.com/inward/record.url?scp=70449107988&partnerID=8YFLogxK
U2 - 10.1109/ICVR.2009.5174228
DO - 10.1109/ICVR.2009.5174228
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AN - SCOPUS:70449107988
SN - 9781424441891
T3 - 2009 Virtual Rehabilitation International Conference, VR 2009
SP - 179
EP - 184
BT - 2009 Virtual Rehabilitation International Conference, VR 2009
T2 - 2009 Virtual Rehabilitation International Conference, VR 2009
Y2 - 29 June 2009 through 2 July 2009
ER -