Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI
Abstract Background Motion capture virtual reality-based rehabilitation has become more common. However, therapists face challenges to the implementation of virtual reality (VR) in clinical settings. Use of motion capture technology such as the Xbox Kinect may provide a useful rehabilitation tool fo...
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
AboutScience Srl
2017-05-01
|
Series: | Archives of Physiotherapy |
Subjects: | |
Online Access: | http://link.springer.com/article/10.1186/s40945-017-0033-9 |
_version_ | 1827333421637042176 |
---|---|
author | Shane Chanpimol Bryant Seamon Haniel Hernandez Michael Harris-Love Marc R. Blackman |
author_facet | Shane Chanpimol Bryant Seamon Haniel Hernandez Michael Harris-Love Marc R. Blackman |
author_sort | Shane Chanpimol |
collection | DOAJ |
description | Abstract Background Motion capture virtual reality-based rehabilitation has become more common. However, therapists face challenges to the implementation of virtual reality (VR) in clinical settings. Use of motion capture technology such as the Xbox Kinect may provide a useful rehabilitation tool for the treatment of postural instability and cardiovascular deconditioning in individuals with chronic severe traumatic brain injury (TBI). The primary purpose of this study was to evaluate the effects of a Kinect-based VR intervention using commercially available motion capture games on balance outcomes for an individual with chronic TBI. The secondary purpose was to assess the feasibility of this intervention for eliciting cardiovascular adaptations. Methods A single system experimental design (n = 1) was utilized, which included baseline, intervention, and retention phases. Repeated measures were used to evaluate the effects of an 8-week supervised exercise intervention using two Xbox One Kinect games. Balance was characterized using the dynamic gait index (DGI), functional reach test (FRT), and Limits of Stability (LOS) test on the NeuroCom Balance Master. The LOS assesses end-point excursion (EPE), maximal excursion (MXE), and directional control (DCL) during weight-shifting tasks. Cardiovascular and activity measures were characterized by heart rate at the end of exercise (HRe), total gameplay time (TAT), and time spent in a therapeutic heart rate (TTR) during the Kinect intervention. Chi-square and ANOVA testing were used to analyze the data. Results Dynamic balance, characterized by the DGI, increased during the intervention phase χ 2 (1, N = 12) = 12, p = .001. Static balance, characterized by the FRT showed no significant changes. The EPE increased during the intervention phase in the backward direction χ 2 (1, N = 12) = 5.6, p = .02, and notable improvements of DCL were demonstrated in all directions. HRe (F (2,174) = 29.65, p = < .001) and time in a TTR (F (2, 12) = 4.19, p = .04) decreased over the course of the intervention phase. Conclusions Use of a supervised Kinect-based program that incorporated commercial games improved dynamic balance for an individual post severe TBI. Additionally, moderate cardiovascular activity was achieved through motion capture gaming. Further studies appear warranted to determine the potential therapeutic utility of commercial VR games in this patient population. Trial registration Clinicaltrial.gov ID - NCT02889289 |
first_indexed | 2024-03-07T17:26:07Z |
format | Article |
id | doaj.art-46cc1e4b80b4498bb823374d5d1c870e |
institution | Directory Open Access Journal |
issn | 2057-0082 |
language | English |
last_indexed | 2024-03-07T17:26:07Z |
publishDate | 2017-05-01 |
publisher | AboutScience Srl |
record_format | Article |
series | Archives of Physiotherapy |
spelling | doaj.art-46cc1e4b80b4498bb823374d5d1c870e2024-03-02T19:13:19ZengAboutScience SrlArchives of Physiotherapy2057-00822017-05-017111110.1186/s40945-017-0033-9Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBIShane Chanpimol0Bryant Seamon1Haniel Hernandez2Michael Harris-Love3Marc R. Blackman4Neurology Service, Veterans Affairs Medical CenterPhysical Medicine and Rehabilitation Service, Veterans Affairs Medical CenterPhysical Medicine and Rehabilitation Service, Veterans Affairs Medical CenterMuscle Morphology, Mechanics and Performance Laboratory, Clinical Research Center - Human Performance Research Unit, Veterans Affairs Medical CenterResearch Service, Veterans Affairs Medical CenterAbstract Background Motion capture virtual reality-based rehabilitation has become more common. However, therapists face challenges to the implementation of virtual reality (VR) in clinical settings. Use of motion capture technology such as the Xbox Kinect may provide a useful rehabilitation tool for the treatment of postural instability and cardiovascular deconditioning in individuals with chronic severe traumatic brain injury (TBI). The primary purpose of this study was to evaluate the effects of a Kinect-based VR intervention using commercially available motion capture games on balance outcomes for an individual with chronic TBI. The secondary purpose was to assess the feasibility of this intervention for eliciting cardiovascular adaptations. Methods A single system experimental design (n = 1) was utilized, which included baseline, intervention, and retention phases. Repeated measures were used to evaluate the effects of an 8-week supervised exercise intervention using two Xbox One Kinect games. Balance was characterized using the dynamic gait index (DGI), functional reach test (FRT), and Limits of Stability (LOS) test on the NeuroCom Balance Master. The LOS assesses end-point excursion (EPE), maximal excursion (MXE), and directional control (DCL) during weight-shifting tasks. Cardiovascular and activity measures were characterized by heart rate at the end of exercise (HRe), total gameplay time (TAT), and time spent in a therapeutic heart rate (TTR) during the Kinect intervention. Chi-square and ANOVA testing were used to analyze the data. Results Dynamic balance, characterized by the DGI, increased during the intervention phase χ 2 (1, N = 12) = 12, p = .001. Static balance, characterized by the FRT showed no significant changes. The EPE increased during the intervention phase in the backward direction χ 2 (1, N = 12) = 5.6, p = .02, and notable improvements of DCL were demonstrated in all directions. HRe (F (2,174) = 29.65, p = < .001) and time in a TTR (F (2, 12) = 4.19, p = .04) decreased over the course of the intervention phase. Conclusions Use of a supervised Kinect-based program that incorporated commercial games improved dynamic balance for an individual post severe TBI. Additionally, moderate cardiovascular activity was achieved through motion capture gaming. Further studies appear warranted to determine the potential therapeutic utility of commercial VR games in this patient population. Trial registration Clinicaltrial.gov ID - NCT02889289http://link.springer.com/article/10.1186/s40945-017-0033-9Virtual realityXbox kinectPhysical therapyInterventionTraumatic brain injury |
spellingShingle | Shane Chanpimol Bryant Seamon Haniel Hernandez Michael Harris-Love Marc R. Blackman Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI Archives of Physiotherapy Virtual reality Xbox kinect Physical therapy Intervention Traumatic brain injury |
title | Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI |
title_full | Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI |
title_fullStr | Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI |
title_full_unstemmed | Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI |
title_short | Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI |
title_sort | using xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic tbi |
topic | Virtual reality Xbox kinect Physical therapy Intervention Traumatic brain injury |
url | http://link.springer.com/article/10.1186/s40945-017-0033-9 |
work_keys_str_mv | AT shanechanpimol usingxboxkinectmotioncapturetechnologytoimproveclinicalrehabilitationoutcomesforbalanceandcardiovascularhealthinanindividualwithchronictbi AT bryantseamon usingxboxkinectmotioncapturetechnologytoimproveclinicalrehabilitationoutcomesforbalanceandcardiovascularhealthinanindividualwithchronictbi AT hanielhernandez usingxboxkinectmotioncapturetechnologytoimproveclinicalrehabilitationoutcomesforbalanceandcardiovascularhealthinanindividualwithchronictbi AT michaelharrislove usingxboxkinectmotioncapturetechnologytoimproveclinicalrehabilitationoutcomesforbalanceandcardiovascularhealthinanindividualwithchronictbi AT marcrblackman usingxboxkinectmotioncapturetechnologytoimproveclinicalrehabilitationoutcomesforbalanceandcardiovascularhealthinanindividualwithchronictbi |