Effectiveness of reinforced feedback in virtual environment for upper limb rehabilitation in acute stroke

Hemayuthika Loganathan, Rajeswari Muthusamy, Sivakumar Ramachandran

Hemayuthika Loganathan, Rajeswari Muthusamy, Sivakumar Ramachandran – Effectiveness of reinforced feedback in virtual environment for upper limb rehabilitation in acute stroke –  Fizjoterapia Polska 2024; 24(1); 146-153

DOI: https://doi.org/10.56984/8ZG2EF8k5q

Abstract
Background. Motor impairments following stroke result in loss of upper extremity function which is often persistent and disabling. Reinforced feedback in the virtual environment (RFVE) could activate mirror neuron systems which are stimulated during action observation and action execution. This study aims to evaluate the activation of proximal muscles in paretic upper limb following RFVE training.
Methodology. Twenty-four stroke patients were included in the study, 12 in control group received impairment specific training and 12 in experimental group received RFVE training using Oculus quest 2 in addition to impairment specific exercise training. Surface electromyography (SEMG) of shoulder muscles of affected upper limb were recorded in both groups. Arm motor recovery was recorded using Chedoke – McMaster stroke assessment scale (CMSA).
Results. Paired t-test was used to analyze the results within the group which showed improvement in the both groups and unpaired t-test was used to test the outcomes between the groups where RFVE group showed significant improvement in average muscle activity in anterior deltoid, middle deltoid and CMSA scores than control group (p < 0.005*).
Conclusion. The results of this study demonstrated the beneficial effects of RFVE in upper limb training which showed improvements in muscle activation in SEMG and arm recovery in CMSA scores. RFVE training is a safe and well-accepted effective intervention in acute stroke rehabilitation that could become a successful intervention for early functional recovery.
Keywords
upper limb dysfunction, acute stroke, virtual reality, visual feedback, SEMG
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