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Virtual reality-enhanced stroke rehabilitation ... - ResearchGate

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JACK et al.: VIRTUAL REALITY-ENHANCED STROKE REHABILITATION 315Fig. 12. Clinical study results for all patients. (A) Thumb range of movement. (B) Thumb angular velocity. (C) Index finger fractionation. (D) Thumb averagesession mechanical work.to be reduced significantly to counter fatigue. Moving to fourfingers and thumb exercises removed this difficulty.IV. DISCUSSION OF STUDY RESULTSThe great advantage for the therapist of using VR-based exercisesis the wealth of objective measures of a patient’s performance.Thus, the present study’s experimental data consist ofobjective measures, as well as subjective patient’s evaluations.Fig. 12(A) represents the change in thumb range of motionfor the three patients over the duration of the study. Data areaveraged across sessions within each day’s training. Calculationof improvements or decrements is based on the regressioncurves fit to the data. It can be seen that there is improvement inall three subjects, ranging from 16% in subject LE, who had theleast range deficit, to 69% in subject DK, who started with a verylow range of thumb motion of 38 . Fig. 12(B) shows that thethumb angular speed remained unchanged (an increase of 3%)for subject LE and improved for the other two subjects by 55%and 80%, patient DK again showing the largest improvement.Fig. 12(C) presents the change in finger fractionation, i.e., thepatients’ ability for individuated finger control. For patients MLand DK, this variable showed improvement of 11% and 43%, respectively.Subject LE showed a decrease of 22% over the ninedays. Finally, Fig. 12(D) shows the change in the average session’smechanical work of the thumb for the nine <strong>rehabilitation</strong>sessions. The three patients improved their daily thumb mechanicalwork capacity by 9–25%.The data shown in Fig. 12 are, by necessity, limited, becausesimilar measures were taken for the fingers as well. Full datasets have been submitted for publication in a companion clinicalpaper [27]. The data seem to indicate positive changes atthe level of physical hand parameters over this limited clinicalstudy.Fig. 13. Dynamometer readings for the three subjects before, during and at theend of trials for left (“good”) and right (affected) hands.Of all the VR exercises, the only one that required forceexertion was the piston-pushing exercise using the RMII glove.None of the noncomputer exercises required force exertionabove the minimum required to grasp a pen or a paper clip.Thus, if hand-grasping force improved, it was probably due toVR-based therapy. Fig. 13 shows the patients’ grasping forcesmeasured with a standard dynamometer at the start, midwayand at the end of therapy, for both the “good” (left) and affected(right) hands. It can be seen that all three patients improved theirgrasping force for the right hand, this improvement varyingfrom 13% for the strongest patient to 59% for the other two.This correlates somewhat with the 9–25% increase in thumb

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