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, 2015, 812348

Effect of a Home-Based Virtual Reality Intervention for Children With Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study


Effect of a Home-Based Virtual Reality Intervention for Children With Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study

Yuping Chen et al. Rehabil Res Pract.


Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual reality (VR) system, was a feasible system for documenting improvement in children with cerebral palsy (CP) and whether a home-based VR intervention was effective. Methods. Three children with CP participated in this study and received an 8-week VR intervention (30 minutes × 5 sessions/week) using the commercial EyeToy Play VR system. Reaching kinematics measured by Super Pop VR and two fine motor tools (Bruininks-Oseretsky Test of Motor Proficiency second edition, BOT-2, and Pediatric Motor Activity Log, PMAL) were tested before, mid, and after intervention. Results. All children successfully completed the evaluations using the Super Pop VR system at home where 85% of the reaches collected were used to compute reaching kinematics, which is compatible with literature using expensive motion analysis systems. Only the child with hemiplegic CP and more impaired arm function improved the reaching kinematics and functional use of the affected hand after intervention. Conclusion. Super Pop VR proved to be a feasible evaluation tool in children with CP.


Figure 1
Figure 1
Super Pop VR game. The player needs to pop the yellow bubbles but to avoid the red bubble. The two blue bubbles represent the player's hands. Please note that the locations, sizes, shapes, appearing time, and retaining time of the bubbles can be adjusted.
Figure 2
Figure 2
Super Pop VR game with “Super Bubble.” The green bubble on the screen is a “Super Bubble.” The player was moving his left hand from Super Bubble 1 to Super Bubble 2. The sizes of “Super Bubble” can be adjusted.

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