- Author:
Geoffrey S SAMUEL
1
;
Min CHOO
2
;
Wai Yin CHAN
3
;
Stanley KOK
4
;
Yee Sien NG
1
Author Information
- Publication Type:Case Reports
- Keywords: kinematics; stroke; virtual reality-based therapy
- MeSH: 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
- From:Singapore medical journal 2015;56(7):e127-30
- CountrySingapore
- Language:English
- 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.