• DocumentCode
    3601123
  • Title

    Quality of Grasping and the Role of Haptics in a 3-D Immersive Virtual Reality Environment in Individuals With Stroke

  • Author

    Levin, Mindy F. ; Magdalon, Eliane C. ; Michaelsen, Stella M. ; Quevedo, Antonio A. F.

  • Author_Institution
    Sch. of Phys. & Occupational Therapy, McGill Univ., Montreal, QC, Canada
  • Volume
    23
  • Issue
    6
  • fYear
    2015
  • Firstpage
    1047
  • Lastpage
    1055
  • Abstract
    Reaching and grasping parameters with and without haptic feedback were characterized in people with chronic post-stroke behaviors. Twelve (67 ±10 years) individuals with chronic stroke and arm/hand paresis (Fugl-Meyer Assessment-Arm: ≥46/66 pts) participated. Three dimensional (3-D) temporal and spatial kinematics of reaching and grasping movements to three objects (can: cylindrical grasp; screwdriver: power grasp; pen: precision grasp) in a physical environment (PE) with and without additional haptic feedback and a 3-D virtual environment (VE) with haptic feedback were recorded. Participants reached, grasped and transported physical and virtual objects using similar movement strategies in all conditions. Reaches made in VE were less smooth and slower compared to the PE. Arm and trunk kinematics were similar in both environments and glove conditions. For grasping, stroke subjects preserved aperture scaling to object size but used wider hand apertures with longer delays between times to maximal reaching velocity and maximal grasping aperture. Wearing the glove decreased reaching velocity. Our results in a small group of subjects suggest that providing haptic information in the VE did not affect the validity of reaching and grasping movement. Small disparities in movement parameters between environments may be due to differences in perception of object distance in VE. Reach-to-grasp kinematics to smaller objects may be improved by better 3-D rendering. Comparable kinematics between environments and conditions is encouraging for the incorporation of high quality VEs in rehabilitation programs aimed at improving upper limb recovery.
  • Keywords
    biomechanics; kinematics; medical computing; medical disorders; patient rehabilitation; spatiotemporal phenomena; virtual reality; 3D immersive virtual reality environment; 3D rendering; Fugl-Meyer assessment-arm; aperture scaling; arm-hand paresis; chronic post-stroke behaviors; cylindrical grasp; glove conditions; grasped objects; grasping parameters; hand apertures; haptic feedback; maximal grasping aperture; maximal reaching velocity; movement strategies; power grasp; precision grasp; quality-of-grasping; reach-to-grasp kinematics; reached objects; reaching parameters; rehabilitation programs; screwdriver; three-dimensional spatial kinematics; three-dimensional temporal kinematics; transported physical objects; upper limb recovery; virtual objects; Apertures; Grasping; Indexes; Kinematics; Thumb; Wrist; Hand movement; stroke; upper limb (UL) kinematics; virtual reality (VR);
  • fLanguage
    English
  • Journal_Title
    Neural Systems and Rehabilitation Engineering, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1534-4320
  • Type

    jour

  • DOI
    10.1109/TNSRE.2014.2387412
  • Filename
    7006696