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Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy
Affiliation:1. School of Arts, Sciences and Humanities, University of São Paulo, São Paulo, SP, Brazil;2. MOVE Research Institute Amsterdam, Faculty of Human Movement Sciences, VU University, Van der Boechorststraat 7, 1081 BT Amsterdam, The Netherlands;3. Institute of Human Performance, University of Hong Kong, 111-113 Pokfulam Road, Pokfulam, Hong Kong;4. School of Public Health, University of São Paulo, Av. Dr. Arnaldo, 715, CEP: 01255-000 São Paulo, SP, Brazil;5. Academy for Physical Education, University of Applied Sciences, Dr. Meurerlaan 8, 1067 SM Amsterdam, The Netherlands;1. From the Rehabilitation Center Affoltern am Albis, University Children''s Hospital Zurich, Mühlebergstrasse 104, CH-8910 Affoltern am Albis, Switzerland;2. The Children''s Research Center, University Children''s Hospital Zurich, Switzerland;3. From the ETH Zurich, Institute of Human Movement Sciences and Sport, Zurich, Switzerland;1. Department of Engineering, University of Sannio, Corso Garibaldi, 107, 82100 Benevento, Italy;2. Foundation “S. Maugeri”, Bioengineering Department, Rehabilitation Institute of Telese, via Bagni Vecchi, 82037 Telese, BN, Italy
Abstract:
With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice two coincidence-timing tasks. In the more tangible button-press task, the individuals were required to ‘intercept’ a falling virtual object at the moment it reached the interception point by pressing a key. In the more abstract, less tangible task, they were instructed to ‘intercept’ the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did—as did their typically developing peers—improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully.
Keywords:Cerebral palsy  Virtual reality  Rehabilitation  User–computer interface
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