Tuesday, August 27, 2013

Trunk-to-pelvis rotation mediates Virtual Reality

Design: Case study
The effects of virtual reality game training on trunk to pelvis coupling in a child with cerebral palsy
Barton, G.J., Hawken, M.B., Foster, R.J., Holmes, G. & Butler, P.B. Journal of NeuroEngineering and Rehabilitation 2013, 10:15

doi:10.1186/1743-0003-10-15

Link to full text www.jneuroengrehab.com/content/10/1/15

Coupling between pelvic and trunk muscles is a common strategy when attempting a new activity and often decreases with familiarity. Co-contraction increases stability by connecting the more stable trunk to help stabilize the pelvis. Some children with cerebral palsy experience body function limitations related to coupling and uncoupling of their trunk and pelvis.

Objective: This study explored how a video game driven by pelvic rotation in high kneeling could be exploited to help reduce limitations related to coupling and to increase selective movement patterns.

Method: One 10 year old boy with spastic diplegic CP (GMFCS 1) completed 13 twice-weekly, 30 minute sessions in a CAREN virtual reality environment playing a custom, pelvic rotation-mediated game.

Results: Playing the game did not result in decreased coupling,. However, it may result in increased selective control with further training and in shorter pelvis range of movements, closer to the midline.

Thursday, August 1, 2013

Wii for balance. Does it transfer?

Design: Randomized controlled trial
Effect of Wii-intervention on balance of children with poor motor performance
Mombarg, R., Jelsma, D. & Hartman, E. Research in Developmental Disabilities, 34 (2013) 2996-3003

Link to abstract

Objective: What is the effect of Wii training on balance in children with motor delay? Does a training effect transfer to other activities?

Method: 30 children aged 7 – 12 with balance problems (as determined by falling below the 16th percentile on the total and balance scores on the Movement Assessment Battery for children - 2) were recruited and randomized into Wii and control groups. All performed pre- and post-tests of the MABC2 and Bruininks-Oseretsky test of motor proficiency -2 (balance, running speed and agility items). The Wii group exercised with the Wii for 30 minutes three times weekly for 6 weeks. The control group had no intervention.

Results: Pre- and post-test scores of Wii group and control group were compared. A “small to medium” intervention effect was found for balance across the Wii and control groups. No intervention effect was apparent in the transfer of skills from Wii balance games to running speed and agility tasks.