Scimex: The Rehabilitation Gaming System (RGS), which uses Microsoft's Kinect 
camera to generate a virtual body onscreen that reflects the movements 
of stroke patients, can help them regain full movement of impaired arms,
 say Spanish researchers. Virtual reality could assist arm rehabilitation in some stroke 
patients, according to a clinical pilot study published in the open 
access Journal of NeuroEngineering and Rehabilitation. The 
researchers found that using virtual reality to increase a patient's 
confidence in using their paralyzed arm may be critical for recovery.
Stroke
 patients with 'hemiparesis' - reduced muscle strength on one side of 
the body - often underuse their affected limbs even though they still 
have some motor function.
Using their healthy limb may immediately
 improve the ease of their daily activities, but a long period of 
non-use of the affected 'paretic' limb can lead to further loss of 
function. This so-called 'learned non-use' is a well-known effect in 
stroke patients and has been associated with a reduced quality of life.
The
 small pilot study involved 20 hemiparetic stroke patients using the 
'Rehabilitation Gaming System' with a Microsoft Kinect sensor. The 
system allows users to control a virtual body via their own movements, 
seen from a first-person perspective on a computer screen, with which 
they perform tasks in a virtual world.
Lead author, Belén Rubio 
from the Laboratory of Synthetic, Perceptive, Emotive and Cognitive 
Systems, Universitat Pompeu Fabra, Spain, said: "There is a need for 
designing new rehabilitation strategies that promote the use of the 
affected limb in performing daily activities. Often we neglect the 
remarkable contribution of the patient's emotional and psychological 
states to recovery, and this includes their confidence."
Participants
 were asked to reach targets appearing in a virtual environment over 
several blocks of trials. In some of these trials, the researchers 
enhanced the movement of the paretic limb's virtual representation, 
making it appear faster, more accurate and easier to reach the target on
 screen. These amplifications were introduced and suppressed in a 
gradual fashion to keep participants unaware of the manipulations.
Following
 these manipulations, the participants' performance in the unamplified 
task was recorded, including the likelihood of them using their paretic 
limb.
Belén Rubio said: "After enhancement of movement, patients 
started using their paretic limb more frequently. This suggests that 
changing patients' beliefs on their capabilities significantly improves 
the use of their paretic limb. Surprisingly, only ten minutes of 
enhancement was enough to induce significant changes in the amount of 
spontaneous use of the affected limb."
Following the intervention,
 there was a significantly higher probability that the patient would 
select their paretic limb for reaching towards a virtual target. This 
was despite there being no amplification of movement in that session, 
and the patient reporting no awareness of the previous session's 
manipulation.
Some current therapies for stroke patients involve 
forcing the patient to use the affected limb by constraining movement of
 the healthy limb, for example, in 'Constraint Induced Movement 
Therapy'. This study suggests that an alternative focus on increasing 
the patient's confidence in using the paretic arm may instead be 
critical for full recovery.
Belén Rubio said: "This therapy could 
create a virtuous circle of recovery, in which positive feedback, 
spontaneous arm use and motor performance can reinforce each other. 
Engaging patients in this ongoing cycle of spontaneous arm use, training
 and learning could produce a remarkable impact on their recovery 
process.
"This study is one among many in which the Rehabilitation
 Gaming System (RGS) has been validated over the last ten years. There 
is now overwhelming evidence that RGS has a significant impact on 
recovery of functionality for both acute and chronic patients, and it is
 currently in daily use in a number of hospitals and treatment centers 
in Spain."
The study will need to be repeated with a larger number
 of participants to provide more insight into the use of the RGS-based 
virtual reality intervention as an effective therapy.
RGS is being commercialized via a spin-off company Eodyne.com.
