Capelini Camila Miliani, Ferrero Giulianna Mendes, Canzonieri Ana Maria, Silva Roger Pereira, Bando Mauricio Ossamu, Rosa Renata Martins, Ferreira Cintia Ramari, da Silva Talita Dias, Ré Alessandro Hervaldo Nicolai, Massa Marcelo, de Araújo Luciano Vieira, Magalhães Fernando Henrique, de Mello Monteiro Carlos Bandeira
Graduate Program in Rehabilitation Sciences, Faculty of Medicine, University of São Paulo (FMUSP), São Paulo 01246-903, Brazil.
Graduate Program in Physical Activity Sciences, School of Arts, Science and Humanities, University of São Paulo (EACH-USP), São Paulo 03828-000, Brazil.
Brain Sci. 2024 Sep 12;14(9):916. doi: 10.3390/brainsci14090916.
Multiple sclerosis (MS) is an autoimmune demyelinating disease of the central nervous system with unknown etiology, resulting in various impairments that necessitate continuous rehabilitation to enhance functionality, quality of life, and motor function, including through Virtual Reality (VR) therapy. Comparing tasks in virtual environments and their potential skill transfer to real-world settings could aid in optimizing treatment programs to improve motor performance in individuals with MS. This study aimed to determine whether practicing acquisition and retention phases using two distinct interfaces (concrete-Touch Screen or abstract-Kinect system) affects performance in a subsequent task using a different interface (transfer phase). A randomized clinical trial was conducted with 56 volunteers with MS and 41 controls. Participants engaged in a computer game where they burst as many bubbles as possible within 10 s per attempt. After the acquisition and retention phases, all participants switched interfaces (e.g., those using Kinect switched to Touchscreen and vice versa). Significant performance improvements were observed in both groups during the acquisition phase, which were maintained in the retention phase. Although the abstract interface was more challenging for both groups, only the MS group that practiced with the abstract interface successfully transferred their improvements to the concrete interface. Thus, despite the increased difficulty of the abstract task during practice, it led to better performance transfer when required to complete a subsequent concrete task, suggesting that abstract devices may be beneficial in clinical practice for improving motor function in people with MS.
多发性硬化症(MS)是一种病因不明的中枢神经系统自身免疫性脱髓鞘疾病,会导致各种功能障碍,需要持续康复以提高功能、生活质量和运动功能,包括通过虚拟现实(VR)疗法。比较虚拟环境中的任务及其向现实世界场景的潜在技能转移,有助于优化治疗方案,以改善MS患者的运动表现。本研究旨在确定使用两种不同界面(具体的触摸屏或抽象的体感交互系统)进行习得和保留阶段的练习,是否会影响后续使用不同界面(转移阶段)任务的表现。对56名MS志愿者和41名对照者进行了一项随机临床试验。参与者参与一款电脑游戏,每次尝试在10秒内尽可能多地击破泡泡。在习得和保留阶段之后,所有参与者更换界面(例如,使用体感交互系统的人换成触摸屏,反之亦然)。在习得阶段,两组的表现均有显著改善,并在保留阶段得以维持。尽管抽象界面对两组来说都更具挑战性,但只有使用抽象界面练习的MS组成功地将其进步转移到了具体界面。因此,尽管练习期间抽象任务难度增加,但在需要完成后续具体任务时,它能带来更好的表现转移,这表明抽象设备在临床实践中可能有助于改善MS患者的运动功能。