TY - JOUR
T1 - Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI
AU - Chanpimol, Shane
AU - Seamon, Bryant
AU - Hernandez, Haniel
AU - Harris-Love, Michael
AU - Blackman, Marc R.
N1 - Funding Information:
We would like to thank: Dr. J Scholten, Director of Polytrauma/TBI Research Fellowship, Veterans Affairs Medical Center, Washington DC, USA and L Lisle, Department of Recreation Therapy, Veterans Affairs Medical Center, Washington DC, USA. Funding for this work was provided by the VA Office of Academic Affiliations (OAA; 38 U.S.C 7406) and the VA Office of Research and Development. The data is owned by the US Department of Veterans Affairs and can be made available upon request. SC participated in study design, data collection, intervention performance, analysis and interpretation of results; BS participated in study design, data collection, analysis and interpretation of results; HH participated in study design, data collection, intervention performance, analysis and interpretation of results; MHL participated in study design, analysis and interpretation of results; MRB participated in the analysis and interpretation of results. All the authors were involved in drafting the manuscript or revising it critically for important intellectual content, and they have given their final approval to the current version to be published. The authors declare that they have no competing interests. All study participants provided informed consent for publication prior to study enrollment. This study was approved by the Washington DC VA Medical Center’s Institutional Review Board and Research and Development Committee. The IRB number for reference is MIRB #01729. All study participants completed an informed consent process prior to study enrollment. Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Funding Information:
Funding for this work was provided by the VA Office of Academic Affiliations (OAA; 38 U.S.C 7406) and the VA Office of Research and Development.
Publisher Copyright:
© 2017, The Author(s).
PY - 2017/12
Y1 - 2017/12
N2 - 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 χ2 (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 χ2 (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.
AB - 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 χ2 (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 χ2 (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.
KW - Intervention
KW - Physical therapy
KW - Traumatic brain injury
KW - Virtual reality
KW - Xbox kinect
UR - http://www.scopus.com/inward/record.url?scp=85046032318&partnerID=8YFLogxK
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U2 - 10.1186/s40945-017-0033-9
DO - 10.1186/s40945-017-0033-9
M3 - Article
AN - SCOPUS:85046032318
SN - 2057-0082
VL - 7
JO - Archives of Physiotherapy
JF - Archives of Physiotherapy
IS - 1
M1 - 6
ER -