The mechanism of V.R. application for upper limb motor rehabilitation
• In successive studies, information about the specific and non-specific motor generalization was used to measure in detail the ability to transfer to the real world what learned in V.R.
• It was suggested that V.R.-mediated rehabilitation is an effective and efficient approach to (re)train a set of basic tasks with upgrading to a wide variety of skilled movements.
• There results were replicated in a study on 50 patients with impaired upper limb motion after stroke. The V.R.-supported rehabilitation system included;
o A virtual environment (a PC workstation with a wall screen),
o A motion tracking device, and
o The dedicated software for editing 3D-scenarios in a learning-by-imitation rehabilitation process.
• Therapists:
1. Set the virtual scenarios characteristics and the motor training complexity to match each patient’s rehabilitation protocol,
2. Set the starting position,
3. Target location and orientation,
4. Designed simple/complex tasks,
5. Added or removed non-pertinent virtual objects (distractive elements) to increase/reduce the task level of difficulty,
6. Recorded trajectory of the desired movement to be (re)learned by the subject.