Virtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.
JMIR Form Res. 2024 Sep 6;8:e57588. doi: 10.2196/57588.
This single-participant case study examines the feasibility of using custom virtual reality (VR) gaming software in the home environment for low-dose Hand Arm Bimanual Intensive Training (HABIT). A 10-year-old with right unilateral cerebral palsy participated in this trial. Fine and gross motor skills as well as personal goals for motor outcomes were assessed before and after the intervention using the Box and Blocks Test, Nine-Hole Peg Test, and Canadian Occupational Performance Measure. Movement intensities collected via the VR hardware accelerometers, VR game scores, and task accuracy were recorded via the HABIT-VR software as indices of motor performance. The child and family were instructed to use the HABIT-VR games twice daily for 30 minutes over a 14-day period and asked to record when they used the system. The child used the system and completed the 14-hour, low-dose HABIT-VR intervention across 22 days. There was no change in Box and Blocks Test and Nine-Hole Peg Test scores before and after the intervention. Canadian Occupational Performance Measure scores increased but did not reach the clinically relevant threshold, due to high scores at baseline. Changes in motor task intensities during the use of VR and mastery of the VR bimanual tasks suggested improved motor efficiency. This case study provides preliminary evidence that HABIT-VR is useful for promoting adherence to HABIT activities and for the maintenance of upper extremity motor skills in the home setting.
本单例研究旨在探讨在家中使用定制虚拟现实 (VR) 游戏软件进行低剂量双手上肢密集训练 (HABIT) 的可行性。一位 10 岁的右侧单侧脑瘫患者参与了此次试验。使用 Box and Blocks 测试、九孔钉测试和加拿大职业表现量表在干预前后评估精细和粗大运动技能以及运动结果的个人目标。通过 VR 硬件加速计收集的运动强度、VR 游戏得分和任务准确性通过 HABIT-VR 软件记录,作为运动表现的指标。孩子和家人被指示在 14 天内每天使用 HABIT-VR 游戏两次,每次 30 分钟,并要求记录使用系统的时间。孩子使用该系统并在 22 天内完成了 14 小时的低剂量 HABIT-VR 干预。干预前后 Box and Blocks 测试和九孔钉测试的得分没有变化。加拿大职业表现量表的得分有所增加,但由于基线得分较高,并未达到临床相关阈值。使用 VR 时运动任务强度的变化以及对 VR 双手任务的掌握表明运动效率有所提高。本单例研究初步证明,HABIT-VR 可用于促进 HABIT 活动的依从性,并在家中维持上肢运动技能。