2
VR Aided Motor Training for Post-Stroke Rehabilitation: System Design, Clinical Test, Methodology for Evaluation Shih-Ching Yeh 1 , Jill Stewart 2 , Margaret McLaughlin 3 , Thomas Parsons 4 , Carolee J. Winstein 2 , Albert Rizzo 4 1 Department of Computer Science, 2 Department of Biokinesiology &Physical Therapy, 3 Annenberg School for Communication, 4 Institute for Creative Technologies University of Southern California, Los Angeles, CA ABSTRACT This paper describes interdisciplinary work on developing a virtual reality (VR) aided motor training task for post-stroke rehabilitation on functional deficits of the upper extremity: static reaching. Patient-specific and human-centered design of the VR system was addressed from the physical therapist’s perspective. The two main features of the system were that it could actively drive the human kinetic behavior based on the therapist’s rehabilitation goals and capture the patient’s kinetic performance in an accurate way. A three-month clinical trial of this VR task was conducted with five post-stroke patients. To analyze the collected data, a methodology was proposed to visualize the patient’s current status and progression over time based on three kinematics measures: performance time, movement efficiency, and moving speed. Results from the analysis clearly reveal the current status of the patient’s hand and arm movement with respect to his/her range of motion, comprising pitch, yaw and arm length. Further, evidence of progress was found and visualized quantitatively over a series of practice sessions. Along with several conventional behavioral assessments at three points: pre- training, mid-training and post-training, the patient’s progress was identified as well. Finally, human factors, such as perception of difficulty, confidence of movement, and system usability, were measured and studied. CR Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/methodology, Haptic I/O, User-centered design J.3 [Computer Applications]: Life and Medical Sciences – Health Additional Keywords: Virtual reality, rehabilitation, physical therapy, human factors, human computer interaction 1 INTRODUCTION Stroke is the leading cause of serious, long-term disability among American adults. Each year over 700,000 people suffer a new or recurrent stroke, and nearly 500,000 (71%) survive with some form of enduring neurological disability. Upper extremity (UE) motor impairment is a common consequence of stroke and often produces significant challenges for patients as they engage in everyday instrumental activities of daily living. However, research has shown that such lost UE function can be recovered or improved via systematic, repetitive and task-oriented motor training. Virtual reality (VR) aided motor training is an emerging therapeutic modality that can serve to deliver UE motor training tasks within consistent, yet modifiable simulated functional environments that mimic real world challenges. As well, game features can be integrated into the VR training to enhance motivation and promote therapeutic focus and adherence. 2 DESIGN OF VR SYSTEM AND CLINICAL EXPERIMENT Among the numerous VR tasks that we have created and tested for UE training aims, the “Static Reaching Test” is designed to require patients to reach for multiple virtual targets in 3D peripersonal space with synchronized forearm and hand movement on their paretic side (Fig. 1). Target positions in 3D space are positioned in a semi-sphere zone that is calibrated to each patients current range of motion (Fig. 2). A clinical test using this VR task (along with 3 others) was conducted with five post-stroke patients at USC. Each subject attended 12 two-hour training sessions to practice the four VR UE tasks. Specific to the Reaching Task, three kinematic measures are derived: movement efficiency (ME), movement speed (MS) and performance time (PT), based on continuous capture of the hands 3D position across all trials. In addition to examining performance change over time, we explore various methods for efficiently visualizing this type of data. ) A sin( ) A cos( L z z ) A sin( L y y ) A cos( ) A cos( L x x : Then ) z , y , x ( : etPosition arg T : Assume L : Length Entension A : Angle Yaw A : Angle Pitch ) z , y , x ( : Position Shoulder : Given y p s t p s t y p s t t t t y p s s s + = + = + = Fig. 1. VR system. Fig. 2. Target’s position setting. 3 METHODOLOGY: VISUALIZATION OF PERFORMANCE AND PROGRESSION We propose a methodology to visualize the performance and progression via VR data collected from a series of practice sessions. In other words, the goal is to look for any significant correlation existing between task parameters and kinematic measures. 2D pitch-yaw maps with specific arm length ratio are developed and are used as a base to visualize kinematic measures. 3D performance maps are developed to visualize performance (current status). 3D progression maps are developed to visualize progression (change of status). 4 TEST RESULTS AND DISCUSSION Since a huge amount of data was collected, subject 103 is selected for case study and representing test results. 299 IEEE Virtual Reality Conference 2007 March 10 - 14, Charlotte, North Carolina, USA 1-4244-0906-3/07/$20.00 ©2007 IEEE

[IEEE 2007 IEEE Virtual Reality Conference - Charlotte, NC, USA (2007.03.10-2007.03.14)] 2007 IEEE Virtual Reality Conference - VR Aided Motor Training for Post-Stroke Rehabilitation:

  • Upload
    albert

  • View
    213

  • Download
    0

Embed Size (px)

Citation preview

Page 1: [IEEE 2007 IEEE Virtual Reality Conference - Charlotte, NC, USA (2007.03.10-2007.03.14)] 2007 IEEE Virtual Reality Conference - VR Aided Motor Training for Post-Stroke Rehabilitation:

VR Aided Motor Training for Post-Stroke Rehabilitation: System Design, Clinical Test, Methodology for Evaluation

Shih-Ching Yeh1, Jill Stewart2, Margaret McLaughlin3, Thomas Parsons4, Carolee J. Winstein2, Albert Rizzo4

1Department of Computer Science, 2Department of Biokinesiology &Physical Therapy, 3Annenberg School for Communication, 4Institute for Creative Technologies

University of Southern California, Los Angeles, CA

ABSTRACT This paper describes interdisciplinary work on developing a

virtual reality (VR) aided motor training task for post-stroke rehabilitation on functional deficits of the upper extremity: static reaching. Patient-specific and human-centered design of the VR system was addressed from the physical therapist’s perspective. The two main features of the system were that it could actively drive the human kinetic behavior based on the therapist’s rehabilitation goals and capture the patient’s kinetic performance in an accurate way. A three-month clinical trial of this VR task was conducted with five post-stroke patients. To analyze the collected data, a methodology was proposed to visualize the patient’s current status and progression over time based on three kinematics measures: performance time, movement efficiency, and moving speed. Results from the analysis clearly reveal the current status of the patient’s hand and arm movement with respect to his/her range of motion, comprising pitch, yaw and arm length. Further, evidence of progress was found and visualized quantitatively over a series of practice sessions. Along with several conventional behavioral assessments at three points: pre-training, mid-training and post-training, the patient’s progress was identified as well. Finally, human factors, such as perception of difficulty, confidence of movement, and system usability, were measured and studied.

CR Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation]: User Interfaces - Evaluation/methodology, Haptic I/O, User-centered design J.3 [Computer Applications]: Life and Medical Sciences –

Health Additional Keywords: Virtual reality, rehabilitation, physical therapy, human factors,

human computer interaction

1 INTRODUCTION Stroke is the leading cause of serious, long-term disability

among American adults. Each year over 700,000 people suffer a new or recurrent stroke, and nearly 500,000 (71%) survive with some form of enduring neurological disability. Upper extremity (UE) motor impairment is a common consequence of stroke and often produces significant challenges for patients as they engage in everyday instrumental activities of daily living. However, research has shown that such lost UE function can be recovered or improved via systematic, repetitive and task-oriented motor training. Virtual reality (VR) aided motor training is an emerging therapeutic modality that can serve to deliver UE motor training tasks within consistent, yet modifiable simulated functional environments that mimic real world challenges. As well, game

features can be integrated into the VR training to enhance motivation and promote therapeutic focus and adherence.

2 DESIGN OF VR SYSTEM AND CLINICAL EXPERIMENT Among the numerous VR tasks that we have created and tested

for UE training aims, the “Static Reaching Test” is designed to require patients to reach for multiple virtual targets in 3D peripersonal space with synchronized forearm and hand movement on their paretic side (Fig. 1). Target positions in 3D space are positioned in a semi-sphere zone that is calibrated to each patients current range of motion (Fig. 2).

A clinical test using this VR task (along with 3 others) was conducted with five post-stroke patients at USC. Each subject attended 12 two-hour training sessions to practice the four VR UE tasks. Specific to the Reaching Task, three kinematic measures are derived: movement efficiency (ME), movement speed (MS) and performance time (PT), based on continuous capture of the hands 3D position across all trials. In addition to examining performance change over time, we explore various methods for efficiently visualizing this type of data.

)Asin()Acos(Lzz)Asin(Lyy

)Acos()Acos(Lxx:Then

)z,y,x(:etPositionargT:Assume

L:LengthEntension

A:AngleYawA:AnglePitch

)z,y,x(:PositionShoulder:Given

ypst

pst

ypst

ttt

y

p

sss

+=

+=

+=

Fig. 1. VR system. Fig. 2. Target’s position setting.

3 METHODOLOGY: VISUALIZATION OF PERFORMANCE AND PROGRESSION

We propose a methodology to visualize the performance and progression via VR data collected from a series of practice sessions. In other words, the goal is to look for any significant correlation existing between task parameters and kinematic measures. 2D pitch-yaw maps with specific arm length ratio are developed and are used as a base to visualize kinematic measures. 3D performance maps are developed to visualize performance (current status). 3D progression maps are developed to visualize progression (change of status).

4 TEST RESULTS AND DISCUSSION Since a huge amount of data was collected, subject 103 is

selected for case study and representing test results.

299

IEEE Virtual Reality Conference 2007March 10 - 14, Charlotte, North Carolina, USA1-4244-0906-3/07/$20.00 ©2007 IEEE

Page 2: [IEEE 2007 IEEE Virtual Reality Conference - Charlotte, NC, USA (2007.03.10-2007.03.14)] 2007 IEEE Virtual Reality Conference - VR Aided Motor Training for Post-Stroke Rehabilitation:

4.1 Visualization of Performance: Arm Length Ratio 60% For all three kinematic measures, 3D performance maps are

developed in Fig. 3 and labeled with different color to indicate the level of current status where red stands for “Excellent”, blue stands for “Good” and green stands for “Fair”. Fig. 5.1 Performance chart

-40-30-150153045607590

0

30

60

90

120

0

10

20

30

40

50

60

Perf

orm

ance T

ime (

PT)

Yaw

Pitch

Arm Length Ratio: 60% Average Performance Time (sec)

-40-30-150153045607590

0

15

30

45

60

75

90

115

120

Yaw

Pitch

Arm Length Ratio: 60% Average Performance Time (sec)

-40-30-150153045607590

0

30

60

90

120

0

1

2

3

4

5

6

7

8

Ave

rage M

E

Y aw

Pitch

Arm Length Ratio: 60% Average Movement Efficiency (ME)

-40-30-150153045607590

0

15

30

45

60

75

90

115

120

Yaw

Pitch

Arm Length Ratio: 60% Average Movement Efficiency (ME)

-40-30-150153045607590

0

30

60

90

120

0

5

10

15

20

25

30

35

40

45

Ave

rage M

S

Yaw

Pitch

Arm Length Ratio: 60% Average Movement Speed (MS)

-40-30-150153045607590

0

15

30

45

60

75

90

115

120

Yaw

Pitch

Arm Length Ratio: 60% Average Movement Speed (MS)

(a) PT

(b) ME

(c) MS

Fig. 3 Performance maps for three kinematic measures.

4.2 Visualization of Progression: Arm Length Ratio 60% 3D progression maps for all three kinematic measures are

developed with different labeling color to indicate the level of progression where red stands for “Significant”, blue stands for “Minor” and green stands for “None”.

4.3 Progression versus Various Arm Length Ratio For each arm length ratio, we calculate the percentage of zones

for each progression level, as shown in Fig. 4. Progression of each kinematic measure at different arm length can be seen from it.

5 CONCLUSION A VR aided upper extremity motor training system was

designed that integrates both patient-specific needs and therapeutic principles. An important feature of the system is the capability to actively drive human kinetic behavior in a systematic fashion via flexible control of stimulus parameters. The system was successfully applied in a clinical pilot test on five stroke patients. Data on human kinetic behavior was captured accurately, quantified and then compared with standard clinical tests. Kinematic measures were defined (PT, ME and MS) and a methodology was also developed to visualize performance and progress using these kinematics measures. Five post stroke patients participated in the pilot testing of this system over an intensive 4-week period.

In one case study the results illustrate the patient’s current status of hand arm movement with respect to his/her motion range composed of pitch, yaw and arm length. Progress was seen with

this subject and is represented in Fig. 4 over a series of practice sessions. The results indicate that progress appears primarily in zones with lower initial performance. The results of standard motor assessments also produced behavioral progress that was concordant with the results from VR training.

Finally, ongoing ratings of such factors as perception of difficulty, confidence of movement and system usability were measured quantitatively. These analyses suggested that the VR system kept the patient challenged throughout training. Thus, the patient perceived the task to be of a similar difficulty from the beginning to the end of the test period in spite of systematic increases in stimulus challenge. Results from this pilot work are now guiding the iterative design of this and similar VR motor rehabilitation tasks that incorporate game-like features intended to enhance patient motivation to participate in the sometimes tedious and frustrating activities of rehabilitation following stroke.

Acknowledgments This research was supported in part by NIH grant # P20

RR20700-01 and by the IMSC, a National Science Foundation Engineering Research Center, Cooperative Agreement # EEC-9529152, with additional support from the Annenberg School for Communication, University of Southern California.

(a) PT

(b) ME

(c) MS

Performance Time

0%

20%

40%

60%

80%

100%

15 25 30 40 45 50 60 65 70 80 85 90 100 120

Arm Length Ratio (%)

Significant Progression Minor Progression No Progression

Movement Efficiency

0%

20%

40%

60%

80%

100%

15 25 30 40 45 50 60 65 70 80 85 90 100 120

Arm Length Ratio (%)

Significant Progression Minor Progression No Progression

Moving Speed

0%

20%

40%

60%

80%

100%

15 25 30 40 45 50 60 65 70 80 85 90 100 120

Arm Length Ratio (%)

Significant Progression Minor Progression No Progression

Fig. 4. Progression of each kinematic measure versus various arm length ratio

300