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Virtual Reality and Haptics as a Training Device for


Movement Rehabilitation After Stroke: A Single-Case Study
Jurgen Broeren, MSc, OT, Martin Rydmark, PhD, MD, Katharina Stibrant Sunnerhagen, PhD, MD
ABSTRACT. Broeren J, Rydmark M, Sunnerhagen KS. in training, as well as on specificity.3 To stimulate recovery, a
Virtual reality and haptics as a training device for movement training program must allow the individual to develop and
rehabilitation after stroke: a single-case study. Arch Phys Med reestablish the motor system. Training programs should be
Rehabil 2004;85:1247-50. made appealing, to motivate the patient. Target-oriented reha-
bilitation approaches and individually adapted training pro-
Objective: To investigate whether training in a virtual en- grams are essential for recovery. New models must be devel-
vironment with a haptic device will improve motor function in oped for patients and health professionals. Virtual reality
the left hemiparetic arm of a stroke subject. technology is presently being explored as an assessment and
Design: Single case, A-B-A design. training device for improving motor recovery after stroke.
Setting: University hospital research laboratory. Virtual reality or virtual environment can be defined as a
Participant: A man in his late fifties (right handed), with a computer-generated environment, which imitates reality. Vir-
right-hemisphere lesion that caused a deficit in the left upper tual reality generates a convincing interface, so that users
extremity. believe they actually perceive sensory information that is sim-
Intervention: The subject trained with a 3-dimensional ilar to that of the real world.
computer game during a 4-week period that consisted of twelve Virtual reality offers therapists new approaches for improv-
90-minute sessions. ing the effects of rehabilitation.4-7 Within a virtual environ-
Main Outcome Measures: Three tests (Purdue pegboard ment, a patient can practice in a controlled environment
test, dynamometer hand-grip strength, upper-extremity test) individuals can practice simple tasks or more complex tasks
and a subjective interview were used to evaluate motor perfor- and they can measure their success in real time. Although the
mance. individual practices various tasks, it is possible for therapists to
Results: Improvements were found in fine manual dexterity, track movements for analysis.7 However, when an individual
grip force, and motor control of the affected upper extremity. performs tasks with the affected upper extremity, sensory feed-
The subject reported that there was a change in his day-to-day back is important for the capability to grasp. When manipulat-
use of the upper extremity and that he was able to use it in ing objects in virtual environments, the users information must
activities that were previously impossible for him. closely approximate information he/she would use in a natural
Conclusions: Training with virtual reality and haptics can setting. Consequently, the need for haptic force feedback be-
promote motor rehabilitation. comes evident. The term haptic means interaction with a
Key Words: Hemiparesis; Rehabilitation; Stroke; Virtual 3-dimensional environment created in a computer, which be-
systems. sides the visual impressions gives the user physical interaction,
2004 by the American Congress of Rehabilitation Medi- enabling him/her to touch the object in the virtual environment.
cine and the American Academy of Physical Medicine and Our report concerns a man whose affected upper extremity was
Rehabilitation trained with a haptic device in a virtual environment.

T HE IMPAIRMENT OF the upper extremity is a prime


obstacle in reacquiring competence in managing everyday
activities. Stroke survivors perceive the loss of upper-extremity Case Description
METHODS

function as a major problem.1 Broeks et al2 assessed the long- The patient was a man in his late fifties who was right
term motor and functional recovery of arm function after stroke handed and who had a first-occurrence stroke. The time since
and concluded, as many have before, that there is a need to the stroke was 12 weeks. The cause was an infarction, and the
develop active treatment methods for upper-extremity function. diagnosis was determined by a neurologist after clinical exam-
The recovery of the affected upper extremity is, like every ination and was confirmed by computed tomography scan. The
other training situation, dependent on regularity and intensity lesion was situated in the right genus of the internal capsule.
On admission to the ward, the patient had symptoms in the
form of contralateral hemiparesis; this persisted until the con-
From Mednet (Broeren, Rydmark); and Department of Clinical Neuroscience and clusion of the study and when training began. The patient was
Rehabilitation Medicine (Broeren, Sunnerhagen), Sahlgrenska Academy, Goteborg able to ambulate independently and could move his arm par-
University, Goteborg, Sweden. tially, with some wrist extension. He had no limitations in
Presented in part at the 4th International Conference on Disability, Virtual Reality finger extension and flexion, but he had weak lateral grasp. His
and Associated Technologies, September 18 20, 2002, Veszprem, Hungary.
Supported in part by the Swedish Stroke Victims Association, the Hjalmar Svens- body awareness and spatial competence were normal. There
son Research Foundation, and the Federation of Swedish County Councils (VG- were no limitations in understanding the information given.
region). Most of his activities of daily living (ADLs) were accom-
No commercial party having a direct financial interest in the results of the research plished by compensating with the right arm.
supporting this article has or will confer a benefit upon the authors(s) or upon any
organization with which the author(s) is/are associated.
Reprint requests to Jurgen Broeren, MSc, OT, Dept of Clinical Neuroscience and Research Design
Rehabilitation Medicine, Sahlgrenska Academy, Goteborgs University, Guldhedsga-
tan 19, SE 413 45 Goteborg, Sweden, e-mail: jurgen.broeren@mednet.gu.se.
A single-subject design was used to evaluate pre- and post-
0003-9993/04/8508-8397$30.00/0 training changes and changes at 20-week follow-up (35wk
doi:10.1016/j.apmr.2003.09.020 poststroke) posttraining.8 This included a baseline (A), an

Arch Phys Med Rehabil Vol 85, August 2004


1248 VIRTUAL REALITY AND HAPTICS FOR STROKE REHABILITATION, Broeren

right-hand dominant, with a mean age of 50 years (range,


46 73y), completed the same test as did the subject. In the
fourth test, after the follow-up, the subject was interviewed
about use of the affected upper extremity in ADLs at home.
Apparatus
Haptics were added to a computer workstation by using
Reachin 3.0.c Reachin API is a programming environment that
allows interactive manipulation of a 3-dimensional model by
using a haptic interface. Haptic force feedback is provided by
using the PHANToM haptic device. The patient connects to the
mechanism by grasping the stylus, which provides a force-
reflecting interface between a human user and a computer and
creates a convincing illusion of interaction with solid physical
objects. This sense of touch includes not only translational
force feedback, but also rotational or torque feedback. Stereo-
scopic visualization is accomplished by using a standard Crys-
tal Eyesd CE-2 setup (fig 1). Crystal Eyes allows the user to
view 3-dimensional objects through a special display monitor
mode and special stereo viewing glasses. The left and right
images are alternated rapidly on the monitor screen and create
the illusion that on-screen objects have depth and presence
outside of the display.
Fig 1. Virtual reality setup. The Reachin display, a stereoscopic
display system with the PHANToM haptic device and Crystal Eyes
Training
CE-2 setup. With his left upper extremity, the subject played a computer
game, 3-dimensional bricks (fig 2), developed by Reachin
Technologies. At the start of the game, the subject grasped the
haptic device with his left hand. He then viewed a ball in a
intervention phase (B), and a follow-up phase (A), with with- court filled with bricks. The game starts when the subject
drawal of the direct intervention provided the occupational strikes the ball. The subject receives credit for the bricks
therapist. knocked down. On the return, when the subject misses the ball,
he collects minus points. The game was customized to operate
Procedure
at 4 speeds. Modifying the speed from 4 to 3 to 2 to 1 caused
The patient was selected because he had an obvious deficit in the program to increase the velocity of the ball. The level of
his left arm that could be observed in ADLs. Three tests and a difficulty was changed after the subject had reached a given
subjective interview were used to evaluate motor performance score in 3 consecutive games.
in the university hospitals laboratory. The first test was the
Purdue pegboard test, which measures unilateral and bilateral RESULTS
dexterity for 2 types of activity: gross movements of hands, Fine manual dexterity with the Purdue pegboard test im-
fingers, and arms, and finger dexterity. Two subtests were used: proved on both subtests for the subject: for the left hand
(1) the ability to put as many pegs as possible with the left hand (impaired limb), it improved by 11% units after the interven-
into holes on the left side of the board and (2) the ability, using tion period and continued to improve from baseline to 17%
both hands, to insert as many pegs as possible into the board.
The score was the number of pins handled as quickly as
possible in a 30-second period.9 In the second test, the dyna-
mometer hand-grip strength by Grippita was recorded.10 Peak
maximum grip force and the mean value of the 10-second
sustained grip were measured. The third test was an upper-
extremity test, in which the subject moved the PHANToMb
haptic device to different targets (generated positions) on the
screen. The target placements (32) appeared randomly to the
patient, but were actually set according to a preset cinematic
scheme. The targets were numbered from 1 to 9, starting with
number 1 at the lower right-hand side of the computer screen,
continuing with 2 and 3 to the left. The fourth target was placed
above target 1, 5 over 2, and so on. Motions of the upper
extremity were divided in different directionsthat is, side-
ways (left to right, right to left), up and down, diagonal (left to
right), up and down. The x, y, and z coordinates for the haptic
device and the targets were continuously sampled. Time,
speed, trajectory distance (actual pathway of the upper extrem-
ity), and intertarget distance (geometric shortest distance be-
tween the targets) to complete the exercise were recorded to
evaluate the performance. For purposes of comparison, a ref-
erence group was added to this test. Nine healthy men, all Fig 2. Screenshot of the computer game, 3-dimensional bricks.

Arch Phys Med Rehabil Vol 85, August 2004


VIRTUAL REALITY AND HAPTICS FOR STROKE REHABILITATION, Broeren 1249

Fig 3. Fine manual-dexterity values with the Purdue pegboard test


for the left hand and both hands, measured as a percentage of a
normal population.

units at follow-up. The results of the bilateral test improved


with 22% and persisted during the follow-up (fig 3). The mean
grip force at baseline was 13% of grip force in the normal age-
and sex-matched population and increased to 57% at follow-up
(table 1). The median intertarget time to complete the virtual
reality test changed from 1.27 to 0.96 seconds posttraining and
further decreased to .86 seconds during the follow-up. The
reference group median intertarget time was .73 seconds, with Fig 4. The time to perform the test is shown as a boxplot (25th,
some variation. Figure 4 shows the subjects time results before 75th percentiles) at 3 different time settings, as well as the result
from the reference population (n9). Median value (thick black line)
and after training and at 20-week follow-up, compared with a with 10th and 90th percentiles are shown at the end of the lines.
reference group of 9 healthy men. The quotation of the trajec-
tory distance (actual pathway of the upper extremity) and
intertarget distance (geometric shortest distance between the
targets), which reflects the degree of superfluous movements of
the hand along the trajectory to the targets, did not indicate any in line with the results of the Copenhagen Stroke Study, which
major changes after the intervention period and during the showed that the function of upper-extremity recovery after a
follow-up. The values were close to the values of the reference stroke with initial paresis occurred predominantly within the
group after the training period and during the follow-up. As a first 3 weeks and no further recovery of function should be
consequence, the velocity of movement was calculated and expected after 11 weeks.11 We used a single-subject design.
expressed basically as the inverse of the time results. The With a single-subject design, conclusions can be drawn about
velocity to complete the assessment trial increased from pre- treatment effectiveness.8 Grip-force improvement increased
training values of .18m/s to normal values of .31m/s (reference considerably; this change could account for the improvement in
group, .34m/s) after training, a result that persisted during the endurance while playing the 3-dimensional computer game. By
follow-up. In the follow-up assessment, the subject reported the end of the intervention period, the subject progressed to
that a couple of weeks after the training he was able to use his game level 1 (most difficult).
left arm in several ADLs that were previously impossible for The time it took the subject to complete the assessment trial
him (eg, buttoning his shirt, emptying the dishwasher with 2 decreased from the pretraining period to the posttraining period
hands). He felt that he could rely more on his left upper and approached normal values, a result that persisted during the
extremity. follow-up (fig 4). The trajectory/intertarget distance quotient
measure, indicating smoothness (precision, accuracy) of mo-
DISCUSSION tion, did not change before or after training. These measures
Virtual reality technology was found to have potential as an were already normal at the initial preassessment, compared
assessment and training device in stroke rehabilitation. We with the reference group.
observed that finger dexterity, grip force, and endurance in- The basis for training routines should be based on the pa-
creased after the treatment, which started 12 weeks after the tients specific neurologic demands as detected (ie, during the
stroke. Time to complete the exercise decreased considerably virtual reality haptic assessment), the neurologic status evalu-
and approached normal values. The results imply that intensive ation, and the results of the occupational therapy (OT) assess-
training with virtual reality can reduce motor impairment and ment. Our patient had an obvious deficit in his left arm, which
that it could optimize the stroke survivors motor skills. This is we observed during ADLs, and poor performance in time to
complete the virtual reality assessment, but he showed no lack
of accuracy and precision. Before playing the 3-dimensional
computer game, the level of difficulty was adjusted to his
Table 1: Grip Force Peak and Average Values During 10 Seconds
(newtons) for the Left Hand
needsthat is, we modified the speed of the ball for each
training session to maximize the effectiveness of the treatment.
Follow-Up Maximizing the rehabilitative effectiveness of training pro-
Pretraining Posttraining (20wk) Range grams as a means of reinforcing the patients motor perfor-
Peak 68 264 316 327549 mance requires both commitment and engagement in the pro-
Average 10s 52 176 228 324484 cess. The subject reported an increased awareness in using his
affected left upper extremity; this is consistent with methods

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1250 VIRTUAL REALITY AND HAPTICS FOR STROKE REHABILITATION, Broeren

used in OT, which are intended to encourage the patient to use 3. Kwakkel G, Wagenaar RC, Twisk JW, Lankhorst GJ, Koetsier JC.
the impaired upper extremity in ADLs. Intensity of leg and arm training after primary middle-cerebral-
After discharge from hospital units, many patients who have artery stroke: a randomised trial. Lancet 1999;354:191-6.
4. Piron L, Cenni F, Tonin P, Dam M. Virtual reality as an assess-
had a stroke still need qualified rehabilitation. Yet, the alter- ment tool for arm motor deficits after brain lesions. Stud Health
natives offered to patients after hospital discharge are limited in Technol Inform 2001;81:386-92.
availability and vary locally and regionally. Home rehabilita- 5. Merians AS, Jack D, Boian R, et al. Virtual reality-augmented
tion might be an important complement that can produce re- rehabilitation for patients following stroke. Phys Ther 2002;82:
sults comparable to institutional rehabilitation.12 The virtual 898-915.
reality setup presently used is easy to distribute but still ex- 6. Broeren J, Bjorkdahl A, Pascher R, Rydmark M. Virtual reality
and haptics as an assessment device in the postacute phase after
pensive ($20,000). We hope that a refined commercial alter- stroke. Cyberpsychol Behav 2002;5:207-11.
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This could be installed, for example, in patients homes, and stroke rehabilitation. IEEE Trans Neural Syst Rehabil Eng 2001;
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