The use of virtual reality-based therapy to augment poststroke upper limb recovery

Singapore Med J. 2015 Jul;56(7):e127-30. doi: 10.11622/smedj.2015117.

Abstract

Stroke remains one of the major causes of disability worldwide. This case report illustrates the complementary use of biomechanical and kinematic in-game markers, in addition to standard clinical outcomes, to comprehensively assess and track a patient's disabilities. A 65-year-old patient was admitted for right-sided weakness and clinically diagnosed with acute ischaemic stroke. She participated in a short trial of standard stroke occupational therapy and physiotherapy with additional daily virtual reality (VR)-based therapy. Outcomes were tracked using kinematic data and conventional clinical assessments. Her Functional Independence Measure score improved from 87 to 113 and Fugl-Meyer motor score improved from 56 to 62, denoting clinically significant improvement. Corresponding kinematic analysis revealed improved hand path ratios and a decrease in velocity peaks. Further research is being undertaken to elucidate the optimal type, timing, setting and duration of VR-based therapy, as well as the use of neuropharmacological adjuncts.

Keywords: kinematics; stroke; virtual reality-based therapy.

Publication types

  • Case Reports
  • Research Support, Non-U.S. Gov't

MeSH terms

  • Aged
  • Biomechanical Phenomena
  • Female
  • Humans
  • Occupational Therapy
  • Physical Therapy Modalities
  • Recovery of Function
  • Stroke / therapy*
  • Stroke Rehabilitation / methods*
  • Treatment Outcome
  • Upper Extremity / physiopathology*
  • Video Games
  • Virtual Reality Exposure Therapy / methods*