Using Virtual Reality as a Therapeutic Modality for Children with Cerebral [622503]
CHARLES UNIVERSITY
FACULTY OF PHYSICAL EDUCATION AND SPORT
Using Virtual Reality as a Therapeutic Modality for
Children with Cerebral Palsy: a Review and Synthesis
Master thesis
Supervisor: Author:
doc. MUDr. Staša Bartůňková, CSc. Bc. Petra Smolová
Prague, April 2014
Abstract
Title: Using Virtual Reality as a Therapeutic Modality for Children with Cerebral
Palsy: a Review and Synthesis
Author: Bc. Petra Smolová
Grammar correction: Jan Valeška
Background: Cerebral palsy is often referred to as an“ umbrella term” denoting
a group of non-progressive conditions involving primarily a disorder of voluntary
movement and/or co-ordination. A functional impairment is more important than
diagnosis itself, due to the lifelong type of the disease. Therapy in children suffering
from CP is nowadays based on individual movement therapy within a whole complex of
rehabilitation programmes. The first line of treatment is building up an interdisciplinary
team of professionals, led by paediatrics neurologist or neurologist who is pursuing
rehabilitation.
Physical therapist should always choose an eclectic approach, knowing only too well
the reasons why. Virtual reality as a therapeutic modality is standing besides classic
methods according to various authors, as we know from schools and different courses.
However, this kind of treatment is novel, its results are greatly promising based on
current research.
Aim: The purpose of this thesis is to outline the use of virtual reality as a method of
therapy in children with cerebral palsy in the main functional conditions – motor
control, upper extremity dysfunction and balance. The intention is not to give
a preference to this kind of treatment, but to highlight it as a possibility and a path for
further procedures.
Method: This thesis is a literature review, reviewing journals, articles and books
collected from the period of one year (spring 2013 to spring 2014) The collected sources
are from databases (PubMed MEDLINE and CINAHL used for comparison ). Other
databases used as additional sources are PEDro, Academic Search Complete, Embase,
ProQuest, and Cochrane . The relevant journals and reviewed books were considered.
Results: After data extraction based on the exclusion criteria, the search resulted in
a total of 27 articles (in Pubmed and Cinahl), including 2 reviews. Most of the articles
were pilot studies with a small sample of participants, some of them were case studies.
The results were divided into three categories according to the method of therapeutic
use of virtual reality intervention: motor control and overall motor performance, upper
extremity dysfunction, and balance impairment. Most of the studies found and selected
from the compared databases (Pubmed and Cinahl) evaluated the feasibility of virtual
reality (VR) on upper extremity function, fewer of them the effect on balance function
and motor control.
Conclusion: The amount of studies found is, however, very small. Few of them are
novel and unusual, evaluating the customary technology focused primarily on the key
functional problem, but usually at the preliminary phase of research. Most of the studies
found are quite inconsistent in their methods of measurement and aim. If the criteria
"adults" or "adolescents" were included, the number of results would be larger, due to
a lot of articles on the usefulness of VR intervention in stroke patients. Nevertheless, in
my opinion, further research is needed, focused predominantly on children’s
requirements and psychology combined with usefulness for functional physical
impairments using custom-made games.
Keywords: computer-simulated environment, cerebral palsy, gaming systems,
rehabilitation
Abstrakt
Název práce: Využití virtuální reality v terapii dětí s dětskou mozkovou obrnou:
review a syntéza
Autor: Bc. Petra Smolová
Gramatická korektura: Jan Valeška
Kontext: Dětská mozková obrna (DMO) je často označována jako skupina
neprogresivních příznaků, vyznačujících se zejména poruchou volních pohybů a/nebo
koordinace. Porucha funkce je důležitější než samotná diagnóza vzhledem
k celoživotnímu typu onemocnění. Léčba u dětí s dětskou mozkovou obrnou je
v současné době založena na individuální pohybové terapii v rámci celého komplexu
rehabilitačního programu. Na začátku léčby je nutné sestavit interdisciplinární tým
odborníků, v čele s neurologem nebo dětským neurologem, který se věnuje rehabilitaci.
Fyzioterapeut by se měl vždy přiklánět k eklektickému přístupu a znát dobře důvody,
proč ten či onen léčebný program aplikuje. Virtuální realita jako terapeutická metoda
stojí vedle klasických přístupů dle nejrůznějších autorů, jak je známe z množství škol
a kurzů. Ačkoliv je tento druh léčby poměrně novátorský, na základě současného
výzkumu jsou výsledky velmi slibné.
Cíle: Cílem této práce je nastínit možnost terapie dětí s dětskou mozkovou obrnou
s využitím virtuální reality zejména v těchto hlavních problémech – motorická kontrola
a celková hrubá motorická dovednost , dysfunkce horní končetiny a porucha rovnováhy .
Záměrem není upřednostňovat tento druh léčby, ale zmínit jej jako možnost a způsob,
jak postupovat v terapii dětí s dětskou mozkovou obrnou.
Metody: Tato diplomová práce je rešeršního charakteru, vyhodnocující časopisy,
články a knižní publikace shromážděné v období jednoho roku (od jara 2013 do jara
2014). Získané zdroje jsou z medicínských databází (PubMed MEDLINE a CINAHL
použité pro srovnání). Dalšími využitými databázemi jsou PEDro, Academic Search
Complete, Embase, ProQuest a Cochrane, Cochrane). Relevantní časopisy
a recenzované knihy byly také zahrnuty při vyhledávání informací.
Výsledky: Po vyloučení všech irelevantních článků na základě vyřazovacích kritérií
bylo detekováno 2 7 článků (v databázích Pubmed a Cinahl), včetně dvou studií
rešeršního charakteru. Většina z nalezených studií byla studiemi pilotními s malým
množstvím probandů zahrnutých do výzkumu, některé studie byly formou kazuistiky.
Výsledky hledání jsou rozděleny do třech kategorií podle terapeutického využití
virtuální reality: motorická kontrola a všeobecná motorická dovednost, porucha funkce
horní končetiny a porucha rovnováhy. Nejvíce studí ze srovnávaných databází (Pubmed
a Cinahl) hodnotily použitelnost virtuální reality u funkčních problémů horní končetiny,
méně jich bylo zaměřeno na rovnovážné funkce a motorickou obratnost/kontrolu.
Závěr: Počet nalezených studií byl velmi malý. Pouze malá část nich hodnotila
novátorský a netradiční postup použití individuální na míru zhotovené technologie
zaměřené na klíčový funkční problém. Tyto studie byly ale spíše prvotní fází případného
budoucího výzkumu. Většina nalezených článků byla relativně nejednotná v metodě
měření a v cíli terapie. Pokud by byla zahrnuta kriteria výběru "dospělí" či
"dospívající", množství výsledků by bylo nepochybně větší vzhledem k aktivnímu
používání virtuální reality u pacientů po cévní mozkové příhodě. Nicméně dle mého
názoru by byla potřeba další výzkumná intervence , zaměřením zejména na dětské
pacienty, jejich potřeby a psychické faktory , v kombinaci s aplikací individuálně
přizpůsobitelných herních systémů.
Klíčová slova: virtuální realita, dětská mozková obrna, herní systémy, rehabilitace
Acknowledgment
First and foremost, I would like to like to thank doc. MUDr. Staša Bartůňková, CSc.,
my Thesis Advisor, for giving me the opportunity to write this thesis under her
guidance. The path to the creation of this thesis began in January 2013 when I arrived in
Breda, the Netherlands, to study for half a year at the A V ANS university. At that time I
didn't know yet that future acquired knowledge and a point of view from a different
perspective, can help greatly when considering the contents of the thesis and my future
course.
I would like to thank the lecturers Ad van Tuijl, Els Brouwers and Rene Teunissen, who
offered me insight into the practical application of motor learning theories , including the
use of virtual reality as a therapeutic tool. Staying in the Netherlands has changed my
life. I would like to thank all friends whom I met there, especially Raquel Santos, Tiago
Eira, and Marjon van der Wansem, with whom I could discuss all kinds of new, acquired
knowledge, and enjoy unforgettable moments as well. My thanks and admiration go to
Thais Varella, whose courage is an inspiration for me.
Last but not least, I want to express my gratitude to my family and friends. I would
especially like to thank my boyfriend, Malte Langheim, for always encouraging me to
never put limits on my goals and aspirations, for all the love, and support he has given
me over this year.
I dedicate this thesis to my grandfather, who has been a constant source of wisdom and
kindness. He has inspired me to seek for excellence in my future endeavors, esteem the
values of hard work and education.
Declaration
I hereby declare that the whole content of this thesis is my own individual work,
attained with the knowledge from journals, articles, books, lectures and seminars. Any
thoughts from the literature are clearly marked. Under no circumstances has this work
been copied, forged or changed.
Prague, April 2014 Petra Smolová
Library records
I give consent to making this thesis available for study purposes.
I hereby ask for keeping evidence of borrowers who should quote this literature
properly.
Name and surname : Date: Comment:
Table of Contents
1 Introduction…………………………………………………………………………………………………… 13
2 Thesis Structure……………………………………………………………………………………………… 14
3 Theoretical Overview – Cerebral Palsy ……………………………………………………………… 16
3.1 Introduction…………………………………………………………………………………………….. 16
3.2 Aetiology and Epidemiology …………………………………………………………………….. 17
3.3 Diagnosis and Evaluation …………………………………………………………………………. 19
3.3.1 Gross Motor Function Classification System (GMFCS) ………………………… 21
3.3.2 Manual Ability Classification System (MACS) …………………………………….. 25
3.3.3 Neuroimaging …………………………………………………………………………………… 26
3.4 Classification…………………………………………………………………………………………… 27
3.4.1 Categorization by Affected Body Part …………………………………………………. 28
3.4.2 Categorization by Movement Type ……………………………………………………… 31
3.5 Manifestation………………………………………………………………………………………….. 33
3.5.1 Hand Impairments …………………………………………………………………………….. 34
3.5.2 Proprioception ………………………………………………………………………………….. 35
3.5.3 Other Impairments ……………………………………………………………………………. 36
3.6 Treatment……………………………………………………………………………………………….. 37
3.6.1 Medical movement therapies ……………………………………………………………… 38
3.6.2 Early Intervention Approaches ……………………………………………………………. 40
3.6.3 Virtual Reality ………………………………………………………………………………….. 42
4 Objectives and Research Method ……………………………………………………………………… 44
4.1 Research Questions ………………………………………………………………………………….. 44
4.2 Literature Search ……………………………………………………………………………………… 44
4.3 Selection Criteria …………………………………………………………………………………….. 45
4.4 Methodology of Searching ………………………………………………………………………… 46
5 Findings………………………………………………………………………………………………………… 57
5.1 Motor Control and Motor Performance ………………………………………………………. 57
5.2 Upper Extremity Motor Function ………………………………………………………………. 60
5.3 Balance…………………………………………………………………………………………………… 69
6 Selected Reviews ……………………………………………………………………………………………. 71
7 Discussion……………………………………………………………………………………………………… 74
7.1 Motor Control Theory ………………………………………………………………………………. 75
7.2 Application of VR Systems in Other Disabilities …………………………………………. 77
8 Conclusion…………………………………………………………………………………………………….. 81
References ………………………………………………………………………………………………………. 83
List of Tables
Table 1: Potential signs of Cerebral Palsy (Boehme, 1990) …………………………………….. 20
Table 2: GMFCS I (Palisano et al., 2000) …………………………………………………………….. 22
Table 3: GMFCS II (Palisano et al., 2000) ……………………………………………………………. 23
Table 4: GMFCS III (Palisano et al., 2000) …………………………………………………………… 23
Table 5: GMFCS IV (Palisano et al., 2000; Beckung & Hagberg, 2002) …………………..24
Table 6: GMFCS V (Palisano et al., 2008) ……………………………………………………………. 25
Table 7: Manual Ability Classification System (Hidecker et al., 2012) ……………………..26
Table 8: Movement components of arm and their definition (Lemmens et al., 2014) ….34
Table 9: Morbidities Associated with Cerebral Palsy (McAdams & Juul, 2011) …………37
Table 10: Multispecialty Management Team for Children with Cerebral Palsy (Krigger,
2006)……………………………………………………………………………………………………………….. 38
Table 11: Overview of results in PubMed …………………………………………………………….. 46
Table 12: Overview of results in CINAHL ……………………………………………………………. 47
Table 13: Exclusion procedure ……………………………………………………………………………. 47
Table 14: Selection Criteria Overview …………………………………………………………………. 48
Table 15: Overview of excluded articles and reason for exclusion …………………………… 48
Table 16: Overview of included articles I ……………………………………………………………… 50
Table 17: Overview of included articles II ……………………………………………………………. 51
Table 18: Overview of included articles III …………………………………………………………… 52
Table 19: Overview of included articles IV …………………………………………………………… 53
Table 20: Overview of included articles V ……………………………………………………………. 54
Table 21: Overview of included articles VI …………………………………………………………… 55
Table 22: Overview of included articles VII …………………………………………………………. 56
Table 23: Summary of A VG characteristics (Howcroft et al., 2012) …………………………. 57
Table 24: Outline of Wii-Fit exercise programme (Tarakci et al., 2013) …………………….69
List of Figures
Figure 1: Hierarchical classification tree of cerebral palsy sub-types (O'Shea, 2008) ….28
Figure 2: The Goblin Post Office Game (Barton et al., 2013) ………………………………….. 58
Figure 3: Tabletop Game (Re-Action System) (Green & Wilson, 2012) ……………………63
Figure 4: The virtual hand rehabilitation system (Choi & Lo, 2010) ………………………… 65
Figure 5: NGT interface (Rios et al., 2013) …………………………………………………………… 67
Figure 6: Schematic drawing of sitting platform (Wade & Porter, 2012) …………………..71
List of Abbreviations
ADHD – Attention deficit hyperactivity disorder
AHA – Assisting Hand Assessment
AMPS – Assessment of Motor and Process Skills
AROM – Active range of motion
AVG – Active Video Game
BOTMP – Bruininks-Oseretsky Test of Motor
Proficiency
BRU – Balance Rehabilitation Unit
BTX-A – Botulinum toxin type A
CFCS – Communication Function Classification
System
CHEQ – Children’s Hand Experience
Questionnaire
CIMT – Constraint-induced movement therapy
COPM – Canadian Occupational Performance
Measure
CP – Cerebral Palsy
CT – Computed tomography
3D – Three-dimensional
DH – Dominant hand
DMO – Dětská mozková obrna
eBaViR – easy Balance Virtual Rehabilitation
FMA – Fugl-Meyer assessment
fMRI – Functional magnetic resonance
imaging
GABA – γ-amino butyric acid JTTHF – Jebsen-Taylor Test of Hand Function
LCD – Liquid-crystal display
MABC – Movement Assessment Battery for
Children
MACS – Manual Ability Classification Scale
MAUULF – Melbourne Assessment of
Unilateral Upper Limb Function
MRI – Magnetic resonance imaging
MVC – Maximum V oluntary Contraction
10MW – 10-meter walk test
N – number
NDH – non-dominant hand
NGT – NeuroGame Therapy
NJIT-RAVR – New Jersey Institute of
Technology Robot- assisted Virtual
Rehabilitation
Peds QL – Paediatric Quality of Life Inventory
PDMS – Peabody Developmental Motor Scale
PMAL – Paediatric Motor Activity Log
PRT – Paediatric Reach Test
QUEST – Quality of Upper Extremity Skills
Test
RAGT – Robotic Assisted Gait Training
sEMG – surface electromyography
SFA – Spontaneous Functional Analysis
SHUEE – Shriner's Hospital Upper Extremity
GMFCS – Gross Motor Function Classification
System
GMFM – Gross Motor Function Measure
ICF – International Classification of Functioning,
Disability and Health
IREX – Interactive Rehabilitation and Exercise
System
ITB – Intrathecal baclofen pumps
IVG – Interactive video gam eEvaluation
SPPC – Self-Perception Profile for Children
TUDS – Timed Up and Down Stairs
TUI – Tangible User interface
UE – Upper extremity
VR – Virtual Reality
VRT-Home – Virtual Reality Training-Home
WE – Wrist extensores
1 Introduction
As physical therapists, we have a variety of options how to create individual
rehabilitation programmes for disabled children. The actual approach varies through
different countries and cultures. I spent six months at the university in Breda, the
Netherlands, where I came to discover another point of view of children’s therapy,
different from what I used to know from my alma mater in Prague. I know methods
based on neurophysiological principles, influencing the central nervous system via
techniques of facilitation and inhibition on the subcortical level. These methods are
widely used in the therapy of children with cerebral palsy, often combined with
occupational therapy, which should be the most important and functional -based
approach. Occupational therapy interventions focus on modifying the task and teaching
the skill within the adapted environment, and educating the patient/family in order to
increase participation in and performance of daily activities. The topic of this thesis is
focused on motor performance and motor control during motivational tasks performed
within virtual environment.
I decided to write my thesis in English after long reflection and thinking about my
future career. I made this decision before my study stay in the Netherlands. My stay in
a foreign country has only reinforced my decision to write in a foreign language. My
home-faculty in Prague gave me a wide range of theoretical knowledge and practical
experience, including the possibility of their application in clinical practice. I deeply
appreciate the opportunity to study abroad, an opportunity that has opened up new
horizons and possibilities for further self -development. I have chosen the topic of the
thesis for its uniqueness and complexity, and, at the same time, I also knew that this was
a topic unexplored which offers a wide opportunity for further research and study,
probably in the field of postgraduate study abroad.
The very first time I saw virtual reality (VR) being applied in therapy was in the
Netherlands, where I stayed for sixteen days in 2012 and then from February 2013 to
July 2013 as an exchange student. Virtual reality was used in a home for seniors to
improve their level of coordination, stability and manual dexterity. I could see all sorts
of games requiring different movement and coordination ability. Games have always
been goal-oriented and motivating, accuracy and precision of the movements was
13
controlled by a physiotherapist. Of course, this program was only complementary to
conventional physiotherapy or occupational therapy. However, it was clear that the
technology used was providing a motivational and stimulating environment for the
elderly in terms of overall improvement and maintaining self -sufficiency.
Using VR as a method for rehabilitation is quite new, but not futuristic. Regardless of
this direction, I do hope that VR will not replace the classic and "contact" rehabilitation,
including human communication and closeness between the patient and the therapist.
Seen in this light, I have decided to discuss this particular topic to find different ways of
treating children with cerebral palsy (CP) – while not using just the well -known
methods and approaches; and I am fairly surprised, in view of the fact that these new
techniques are quite commonly used in foreign countries, but not in the Czech Republic.
In my opinion, there is no need to replace the established procedures with the new
technologically more sophisticated concepts. However, if there is a possibility to make
good use of technological advancements to influence what should be influenced, then
the combination of the existing and the new processes could yield unexpected and
positive results, especially in improving the functional capacity of the affected
individual.
2 Thesis Structure
This master thesis begins with a front page, an abstract (both in English and Czech
languages), sections of acknowledgment, declaration, and library records, followed by
a table of content, list of tables, figures and abbreviations.
The first part of the thesis starts with an introduction (1) giving the reasons for the
choice of this topic and an outline of the problem under scrutiny. This section is
followed by a theoretical overview, chapter about cerebral palsy (3), containing
information regarding CP with a description of aetiology and epidemiology, patho –
-physiology, classification and clinical manifestation, methods of diagnosis, and a brief
outline of the selected current treatment.
The following section (4) describes objectives and research methods used for searching
according to methodological rules, ending up with an overview of selected articles (5),
and selected reviews (6). The first overview highlights main functional difficulties in
14
CP, motor control and overall motor performance, upper extremity function and balance
impairment. The literature review ends with findings (7) in the form of a discussion
concerning the possible future of virtual reality in the field of cerebral palsy treatment,
while outlining the current use of VR intervention as a rehabilitation tool overall.
General contribution of virtual reality in the therapy of various diseases is viewed with
a focus on neurorehabilitation. Motor control theories are mentioned within the use of
virtual reality intervention. A brief conclusion (8) at the end is followed by a list of
references.
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3 Theoretical Overview – Cerebral Palsy
3.1 Introduction
Cerebral palsy (CP), first described as a clinical syndrome by William Little and by
Sigmund Freud during the latter half of the 19th century ( Korzeniewski et al., 2008 ),
literally means brain paralysis. It can be defined as "non -progressive disorders of
movement or posture" that originate in early childhood and occur as a result of
interference with or a defect of the developing brain. Cerebral palsy is distinguished
from other motor disorders caused by brain damage in that it relates to the developing,
immature brain rather than the mature brain ( Piek, 2006; Odle, 2009; Beckung &
Hagberg, 2002) Neuroimpairments such as spasticity, coactivation of agonist–antagonist
muscles, muscle weakness, and limited range of motion affect gross and fine motor
function and lead to activity limitations. The motor disorders of cerebral palsy are often
accompanied by disturbances of sensation, cognition, communication, perception,
and/or behaviour, and/or by a seizure disorder (Bax et al., 2005). Mental disorders are
quite common. These malfunctions can show up individually or in combination, and
place heavy demands on health, educational, and social services as well as on the
families and children themselves.
Cerebral palsy is a one -time damage and is not progressive, but the other way around,
this phenomenon is called "growing into deficit" or functional deterioration. When the
impairment is not severe, a child after birth does not have to show any visible symptoms
because motor programme of an infant is very simple based on reflex respond to
external stimuli (tactile, proprioceptive or gravity) or internal stimuli as hunger feeling
(Pfeiffer, 2007). We can do little about the initial‘ disturbance’, so our multidisciplinary
management should focus on the comorbidities and on minimising the impact of
secondary deformities ( Fairhurst, 2012).
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3.2 Aetiology and Epidemiology
When Little first described CP, he attributed the cause of CP to birth trauma and this
view has persisted for several decades ( Sankar et al., 2005 ). Nowadays, the exact causes
of CP are unknown, but because brain development continues during the first two years
of life, they have been attributed to injuries to the foetal brain before birth (prenatal),
premature birth (perinatal), and injuries occurring shortly after birth (postnatal). ( Odle,
2009; Krigger, 2006).
1) Prenatal – Prenatal events are responsible for approximately 75% of all cases of
cerebral palsy. It is usually impossible to determine the nature and the exact timing of
the damaging event ( Reddihough & Collins, 2003; Krigger, 2006). These factors include
intrauterine infections, often represent by TORCH group, acronym for Toxoplasmosis,
Rubella, Cytomegalovirus, and Herpes Simplex ( Kolář, 2009). Other factors found to
increase the risk of CP include maternal factors, such as maternal diabetes mellitus,
threatened abortion, pre -eclampsia, and multiple pregnancy ( Piek, 2006). Other causes
include developmental malformations, drugs used by mother etc ( Kolář, 2009).
Recently it has been argued that in the majority of cases, the pathway may begin
prenatally (Piek, 2006). According to the results of the study from Soleimani et al.
(2013), perinatal asphyxia, maternal age >35 years and high -risk pregnancy constitute
independent factors that correlate with CP in term and near -term newborns. According
to Wu et al. (2013), maternal infection of the genitourinary system during pregnancy is
associated with an increased risk of cerebral palsy and epilepsy. Maternal infection
before pregnancy is associated with an increased risk of epilepsy and a slightly higher
risk of cerebral palsy in children . When the aetiology can be traced back to intrauterine,
natal, or perinatal factors, this is referred to as congenital CP ( Piek, 2006).
Ranks of factors listed above can also lead to preterm delivery of different grade.
Prematureness can be one of causes of cerebral palsy for two reasons: Preterms infant's
head is very fragile and alongside biological functions are not well -developed yet
(Kolář, 2009). According to Sankar (2005), cerebral palsy is seen in 10 – 18 % of babies
in 500–999 grams birth weight . The pathology of CP in term newborns is different from
preterm infants. Brain maldevelopments are seen in 16% of term and 2.5% of preterm
infants with CP and grey matter lesions are more often seen in term (33%) than preterm
17
(3.5%) CP infants. However, periventricular white matter lesions occur significantly
more often in preterm (90%) than in term (20%) infants ( Soleimani et al., 2013 ).
Genetic factors are nowadays still under discussion ( Kolář, 2009), however they are not
thought to play a major part in the aetiological pathway to CP, although ataxia has been
found to have a genetic link (Piek, 2006).
2) Perinatal – These factors include infections, intracranial haemorrhage, seizures,
hypoglycaemia, hyperbilirubinemia, significant birth asphyxia and abnormal delivery in
the form of different mechanical injuries caused by pressure on brain tissue, fractures of
skull bones, tear of meninges or bleeding that cause traumatic brain injuries ( Sankar et
al., 2005; Kolář, 2009). Ischemia and hypoxia are damaging various brain structures
according to their actual maturity and vulnerability ( Kolář, 2009). For the most part of
the last century, asphyxia and birth trauma were cited as the primary causes of CP.
Perinatal arterial ischemic stroke has been identified as another probable cause which
leads to hemiplegic CP in many infants ( Sankar et al., 2005).
According to Reddihough & Collins (2003), perinatal asphyxia accounts for between
6% and 8% of cerebral palsy . It now appears that only a small proportion of cases can
be attributed to insult during delivery ( Piek, 2006).
3) Postnatal – After the delivery, symptoms of cerebral palsy can be a result of
infection or trauma. A haematoencephalic barrier is not fully developed yet and it can
be an entrance for infections or toxic matter to the central nervous system, especially if
an infant does not have enough antibody from mother ( Pfeiffer, 2007). In about ten to
twenty percent of patients, cerebral palsy is acquired postnatally, mainly because of
brain damage from bacterial meningitis, viral encephalitis, hyperbilirubinemia, motor
vehicle collisions, falls, or child abuse ( Krigger, 2006). According to Kolář (2009), this
group refers to infections arisen in first few month of life, most frequently
bronchopneumonia and gastroenteritis . Other causes of post -neonatally acquired CP
include cerebrovascular accidents and following surgery for congenital malformations.
In developing countries, meningitis, septicaemia and other conditions, such as malaria,
remain extremely important causes of cerebral palsy ( Reddihough & Collins, 2003).
18
According to Nelson (2008), causative factors in cerebral palsy vary to some degree
according to the gestational age group and clinical CP subtype. At the head of the list of
causes of hemiplegic CP are perinatal stroke and congenital malformations. Causal
factors for spastic diplegia include evidence of intrauterine infection, premature rupture
of membranes, and multiple gestation. Quadriplegic CP can be caused by any pathology
that inflicts bilateral and widespread damage to brain .
The reported incidence and prevalence of CP varies by region, population, age, and
severity (McAdams & Juul, 2011). Overall prevalence of CP in Europe, America and
Australasia is fairly stable at 2–3 per 1,000 live births, though in susceptible premature
infants it rises to up to 100 per 1,000 in those born before 28 weeks gestational age
(Fairhurst, 2012). According to Hurkmans et al. (2010), CP is one of the most
frequently occurring conditions in childhood, with a prevalence of 0.8 to 3 per 1,000
live births in Europe and 2.0 per 1,000 live births in the United States . According to
Kolář (2009) and Irwin (2011), cerebral palsy occurs in 1.5 to 2.5 per 1,000 live births .
3.3 Diagnosis and Evaluation
It is difficult to diagnose CP in infants less than 6 months, except in very severe cases.
The patterns of various forms of CP emerge gradually, with the earliest clues being
a delay in developmental milestones and abnormal muscle tone ( Sankar et al., 2005).
Some children may not be diagnosed until three or four years of age. If CP is diagnosed
in the first year of life, this often means that the case is a severe one, with major motor
disability and often with other problems, such as mental retardation and sensory deficits.
On the other hand, many young infants identified with abnormal motor patterns will not
develop major disabilities, such as CP or mental retardation due to a large degree of
individual differences in brain development, maturation, and repair ( Piek, 2006). Early
signs include hand preference in the first year, prominent fisting, abnormalities of
tone–either spasticity or hypotonia, persistence of abnormal neonatal reflexes, delay in
the emergence of protective and postural reflexes, asymmetrical movements like
asymmetrical crawl and hyperreflexia ( Sankar et al., 2005 ). Identification depends on
a combination of suspicious and abnormal signs revealed during comprehensive
19
assessment of motor attainments, neurological signs, postural reactions and primitive
reflexes. Boehme (1990) listed potential signs to watch for CP for three different age
groups in the first year ( Piek, 2006):
Table 1: Potential signs of Cerebral Palsy (Boehme, 1990)
Birth to 3 months 4 to 8 months 9 to 12 months
1. Limited random
(spontaneous) movements1. Hypotonia 1. Limited variety of
movements
2. Easy and frequent startle
responses2. Mass patterns of movement 2. Poor trunk control
3. Poor head control 3. Limited variety of
movements3. Poor protective responses
4. Increased stiffness that may
not feel like true spasticity4. Assymetry 4. Poor balance responses
5. Reliance of head and neck
hyperextension during
movement5. Limited spinal extension/
limited control in prone position5. Poor manual skills
6. Feeding problems 6. Limited visual control 6. Hypotonicity
7. Respiratory problems 7. Limited reach and grasp/
fisted hands7. Hypertonicity
8. Irritability
It is impossible to find a generic patient. The outcome for a brain-damaged infant can
range from normal to severely handicapped, with huge heterogeneity in terms of the
sensory, motor, mental, and behavioural problems ( Piek, 2006). An assessment of
associated deficits like speech, hearing, vision, sensory profile, oromotor deficit,
epilepsy and cognitive functioning should be included in complete evaluation of a child
with CP. Last but not least, an orthopaedic evaluation as muscle imbalance and
spasticity cause subluxation/dislocation of the hips, contractures, equinus deformities
and scoliosis should be part of the complex diagnose ( Sankar et al., 2005 ). The varying
levels of motor impairment affecting children with CP are commonly described using
two scales. Firstly, the Gross Motor Classification System (GMFCS) is used to identify
children with respect to their gross motor function into 1 of 5 distinct levels. Secondly,
the Manual Ability Classification System (MACS) is used to group children with CP
into 1 of 5 levels with regards to their fine motor skills ( Irwin, 2011).
Hidecker et. al (2012) in a recent study described and correlated GMFCS, MACS, and
20
CFCS (Communication Function Classification System) levels in a case series of
children with CP. The CFCS has been developed to describe communication skills.
They hypothesized that these classifications would not be strongly correlated, but the
locations and degree of original brain injuries may overlap neural systems used in these
activities, even though they are not functionally related (handling objects, mobility and
communication). This could result in some correlations between the classification
systems. The study shows that GMFCS levels are strongly correlated with MACS
levels, and this correlation is similar across age groups. According to this research, the
GMFCS–MACS relationship is strongest in children with quadriplegia, moderate in
children with hemiplegia, and weakest in strength in children with diplegia, and all three
classifications (GMFCS, MACS, CFCS) provide a view of overall functioning in a child
with CP.
3.3.1 Gross Motor Function Classification System (GMFCS)
Classification of children with CP based on functional abilities and limitations is
predictive of gross motor function, whereas age alone is a poor predictor of gross motor
function (Palisano et al., 2000 ). The GMFCS was developed to provide a standardized
classification of the patterns of motor disability and activity limitations in children with
CP. This classification system is based on a five-level grading and the distinction
between the different levels is focused on functional limitations and need for assistive
technology, including mobility devices and wheeled mobility ( Beckung and Hagberg,
2002). However, the GMFCS does not assess the quality of motor control used to
accomplish the activities, which is an aspect of motor development that emerges later in
childhood, nor how children apply their motor function in the context of activity or
participation in daily life. Furthermore, the GMFCS assesses independent achievement
of motor function tasks, but does not evaluate the ways in which children’s function is
performed (the addition of augmentative and technical interventions such as aids,
orthoses, or the use of powered mobility). Children may improve their gross motor
performance over the years through increased stamina, balance, energy efficiency, and
quality of motor control. All these features should be evaluated, but are beyond the
scope of the GMFCS ( Rosenbaum et al., 2007 ).
21
The GMFCS also allows to set functional rehabilitation goals for each motor level in
different age groups. The treatment of a child in level I aged 0–2 aims to stimulate the
child to move to and from a sitting position, crawl, move to a standing position with
support, walk under supervision and use the upper limbs to handle objects. A child
classified under level V , from age 0 to 2 should be stimulated to keep his head in the
median line and turn it 180 degrees in a supine position, and roll over with support.
Between ages 2 and 4, the treatment is focused on improving sitting position for
handling objects, moving to a standing position with support, and indoors walking.
Therapeutic goals should be to facilitate acquisition of basic skills for anti -gravitational
positions of the head and trunk with support and moving around with support. Between
ages 4 and 6, the goals are to stimulate moving from the floor and chair to a standing
position, climbing up and down stairs, and jumping and running ( Pfeifer et al., 2009 ).
According to the designers of the GMFCS, most children will remain at the same level
from age 2 to 12 years, which makes it possible to try to predict gross motor
development (Carnahan et al., 2007 ).
Table 2: GMFCS I (Palisano et al., 2000)
Before 2nd Birthday
Level IInfants move in and out of sitting and floor sit with both hands free to manipulate
objects, crawl on hands and knees, pull to stand, and take steps holding onto furniture.
Infants walk between 18 months and two years of age without the need for any assistive
mobility device.
Level IIInfants maintain floor sitting but may need to use their hands for support to maintain
balance, creep on their stomach or crawl on hands and knees and may pull to stand and
take steps holding on to furniture.
Level IIIInfants maintain floor sitting when the low back is supported. They can roll and creep
forward on their stomachs.
Level IVInfants have head control but trunk support is required for floor sitting. They can roll to
supine and may roll to prone.
Level VPhysical impairments limit voluntary control of movement. Infants are unable to
maintain antigravity head and trunk postures in prone and sitting. Adult assistance to roll
is required.
According to Pfeifer (2009), classifying children younger than 2 years old is less
accurate because children at this age have a very limited amount of gross motor
activities, they depend more on the quality of the movement and on how easy it is to sit,
22
crawl, and stand up than on the ability to walk . The diagnosis of CP is typically made
after the age of 2 years, but identification of the patterns of abnormal motor posture and
function associated with CP can be made as early as 6 months of age (McAdams & Juul,
2011).
Table 3: GMFCS II (Palisano et al., 2000)
Between 2nd and 4th Birthday
Level IChildren sit on the floor with both hands free to manipulate objects. Movements in and
out of floor sitting and standing are performed without adult assistance. Walking is the
preferred method of mobility without the need for any assistive mobility device.
Level IIChildren sit on the floor but may have difficulty with balance when both hands are free
to manipulate objects. Movements in and out of sitting are performed without adult
assistance. They can pull to stand on stable surface, crawl on hands and knees
with a reciprocal pattern, cruise holding onto furniture, and walk using an assistive
mobility device as preferred methods of mobility.
Level IIIChildren maintain floor sitting often by “W-sitting” (sitting between flexed and
internally rotated hips and knees) and may require adult assistance to assume sitting.
They creep on the stomach or crawl on hands and knees (often without reciprocal leg
movements) as their primary methods of self-mobility. They may pull to stand on a
stable surface and cruise short distances. Walking short distances indoors is possible
using an assistive mobility device and adult assistance for steering and turning.
Level IVChildren sit on the floor when placed, but are unable to maintain alignment and balance
without use of their hands for support. Adaptive equipment for sitting and standing is
required. Self-mobility for short distances (within a room) is achieved through rolling,
creeping on stomach, or crawling on hands and knees without reciprocal leg movement.
Level VPhysical impairments restrict voluntary control of movement and the ability to maintain
antigravity head and trunk postures. All areas of motor function are limited. Functional
limitations in sitting and standing are not fully compensated for through the use of
adaptive equipment and assistive technology. Children at this level have no means of
independent mobility and are transported. Some children achieve self-mobility using a
power wheelchair with extensive adaptations.
Table 4: GMFCS III (Palisano et al., 2000)
Between 4th and 6th Birthday
Level IChildren get into and out of, and sit in, a chair without the need for hand support, and
move from the floor and from chair sitting to standing without the need for objects for
support. They walk indoors and outdoors, and climb stairs. Emerging ability to run and
jump.
Level IIChildren sit in a chair with both hands free to manipulate objects. They can move from
the floor to standing and from chair sitting to standing but a stable surface to push or pull
up on with their arms is often required. Walking is possible without the need for any
assistive mobility device indoors and for short distances on level surfaces outdoors. They
climb stairs holding onto a railing but are unable to run or jump.
23
Level IIIChildren sit on a regular chair but may require pelvic or trunk support to maximize hand
function. They can move in and out of chair sitting using a stable surface to push or pull
up on with their arms. Walking is possible with an assistive mobility device on level
surfaces and climbing stairs with assistance from an adult. They are usually transported
when travelling for long distances or outdoors on uneven terrain.
Level IVChildren sit on a chair but need adaptive seating for trunk control and to maximize hand
function. Moving in and out of chair sitting is possible with assistance from an adult or a
stable surface to push or pull up on with their arms. They may at best walk short
distances with a walker and adult supervision but have difficulty turning and maintaining
balance on uneven surfaces. Self-mobility can be achieved by using a power wheelchair.
Level VPhysical impairments restrict voluntary control of movement and the ability to maintain
antigravity head and trunk postures. All areas of motor function are limited. Functional
limitations in sitting and standing are not fully compensated for through the use of
adaptive equipment and assistive technology. Children at this level have no means of
independent mobility and are transported. Some children achieve self-mobility using a
power wheelchair with extensive adaptations.
Table 5: GMFCS IV (Palisano et al., 2000; Beckung & Hagberg, 2002)
Between 6th and 12th Birthday
Level IChildren walk indoors and outdoors without restrictions , and climb stairs without
limitations. Gross motor skills including running and jumping are performed but speed,
balance, and coordination are reduced. Limitations are apparent in more advanced gross
motor skills.
Level IIChildren walk indoors and outdoors without restrictions, and climb stairs holding onto a
railing but experience limitations walking on uneven surfaces and inclines, and walking
in crowds or confined spaces. They have at best only minimal ability to perform gross
motor skills such as running and jumping.
Level IIIChildren walk indoors or outdoors on a level surface with an assistive mobility device,
may climb stairs holding onto a railing. Depending on upper limb function, they propel a
wheelchair manually or are transported when travelling for long distances or outdoors on
uneven terrain.
Level IVChildren may maintain levels of function achieved before age 6 or rely more on wheeled
mobility at home, school, and in the community. They may achieve self-mobility using a
power wheelchair.
Level VPhysical impairments restrict voluntary control of movement and the ability to maintain
antigravity head and trunk postures. All areas of motor function are limited. Functional
limitations in sitting and standing are not fully compensated for through the use of
adaptive equipment and assistive technology. Children at this level have no means of
independent mobility and are transported. Self-mobility is severely limited even with use
of assistive technology , but some children achieve partial self-mobility using a power
wheelchair with extensive adaptations. Limitations in mobility necessitate adaptations to
enable participation in physical activities and sports including physical assistance and
using powered mobility.
24
Table 6: GMFCS V (Palisano et al., 2008)
Between 12th and 18th Birthday
Level IYouth walk at home, school, outdoors, and in the community. They are able to walk up
and down curbs without physical assistance and stairs without the use of a railing. The
performation of gross motor skills such as running and jumping is limited in speed,
balance, and coordination.
Level IIEnvironmental factors (such as uneven terrain, inclines, long distances, time demands,
weather, and peer acceptability) influence mobility choices. At school or work, youth
may walk using a hand-held mobility device for safety, and wheeled mobility when
travelling long distances outdoors or in the community. They walk up and down stairs
holding a railing or with physical assistance. Limitations in performance of gross motor
skills may necessitate adaptations to enable participation in physical activities and
sports.
Level IIIYouth are capable of walking using a hand-held mobility device. They may require a seat
belt for pelvic alignment and balance when seated. Sit-to-stand and floor-to-stand
transfers require physical assistance from a person or support surface. At school, youth
may self-propel a manual wheelchair or use powered mobility. They are transported in a
wheelchair or use powered mobility outdoors and in the community. Walking up and
down stairs is possible holding onto a railing with supervision or physical assistance.
Limitations in walking may necessitate adaptations to enable participation in physical
activities and sports including self-propelling a manual wheelchair or powered mobility
Level IVWheeled mobility is used in most settings. Youth require adaptive seating for pelvic and
trunk control. Physical assistance is required for transfers. They may support weight with
their legs to assist with standing transfers. Walking short distances is possible indoors
with physical assistance, using wheeled mobility, or, when positioned, using a body
support walker. Youth are physically capable of operating a powered wheelchair.
Limitations in mobility necessitate adaptations to enable participation in physical
activities and sports, including physical assistance and/or powered mobility.
Level VYouth are transported in a manual wheelchair in all settings. Their ability to maintain
antigravity head and trunk postures and control arm and leg movements is limited.
Assistive technology is used to improve head alignment, seating, standing, and mobility
but limitations are not fully compensated. Physical assistance or a mechanical lift is
required for transfers. They may achieve self-mobility using powered mobility with
extensive adaptations for seating and control access. Limitations in mobility necessitate
adaptations to enable participation in physical activities and sports including physical
assistance and using powered mobility .
3.3.2 Manual Ability Classification System (MACS)
Complementing the GMFCS is the MACS for upper extremity function ( Hidecker et al.,
2012). This system classifies how well children aged 4–18 years with CP use their
hands when handling objects in daily activities ( Carnahan et al., 2007 ). These activities
should be age appropriate and relevant, such as eating, dressing, and playing, and
should not include activities that need advanced skills training, such as playing
a musical instrument ( Kuijper et al., 2010 ). The focus is on manual ability, as defined in
25
the International Classification of Functioning, Disability and Health (ICF). The MACS
is a five-level system influenced by environmental and personal factor, and similar to
the GMFCS where level I represents the best manual ability ( Carnahan et al., 2007 ). It
has been stated that there is moderate reliability of the MACS in children 1–5 years of
age, though reliability in infants (less than 2 years old) is lower than in children aged
2–5 years (Plasschaert et al., 2009 ).
Table 7: Manual Ability Classification System (Hidecker et al., 2012 )
MACS
LevelExpected manual ability
1Handles objects easily and successfully. At most, limitations in the ease of performing
manual tasks requiring speed and accuracy. However, any limitations in manual abilities
do not restrict independence in daily activities.
2Handles most objects but with somewhat reduced quality and/or speed of achievement.
Certain activities may be avoided or be achieved with some difficulty; alternative ways
of performance might be used but manual abilities do not usually restrict independence
in daily activities.
3Handles objects with difficulty; needs help to prepare and/or modify activities. The
performance is slow and achieved with limited success regarding quality and quantity.
Activities are performed independently if they have been set up or adapted.
4Handles a limited selection of easily managed objects in adapted situations. Performs
parts of activities with effort and with limited success. Requires continuous support and
assistance and/or adapted equipment, for even partial achievement of the activity.
5Does not handle objects and has severely limited ability to perform even simple actions.
Requires total assistance.
3.3.3 Neuroimaging
Neuroimaging (magnetic resonance imaging (MRI), computed tomography (CT) ) is not
necessarily required for diagnosis of CP because the disorder is based on clinical
findings (Korzeniewski et al., 2008 ). According to Fairhurst (2012), as all clinical
problems are individual, total reliance of neuroimaging for diagnosis is not entirely
reliable. However, according to Hna tyszyn (2010), MRI plays an especially important
role for prediction of CP due to its extremely high sensitivity resulting from correlation
between MRI hypoxic -ischemic findings and further progression to CP in neonates with
perinatal asphyxia . Neuropathology identified by MRI corresponds well to clinical
descriptions of motor impairment in children who have CP ( McAdams & Juul, 2011).
26
Most (83%) children with cerebral palsy have abnormal neuroradiological findings,
with white matter damage the most common abnormality. Combined grey and white
matter abnormalities are more common among children with hemiplegia. Isolated white
matter abnormalities are more common with bilateral spasticity or athetosis, and with
ataxia. Isolated grey matter damage is the least common finding ( Korzeniewski et al.,
2008). Wu et al. (2006) collected records of 273 children with CP that received a head
CT or MRI. Most common neuroimaging findings was focal arterial infarction (22%),
brain malformation (14%), and periventricular white matter abnormalities (12%) .
3.4 Classification
Cerebral palsy depends on several pre -, peri- and postnatal aspects. From one year of
age and in pre-school age cerebral palsy symptoms are occurring differently from infant
age. Different levels of motor damage (topography) and changes in tonus are observed
(motor type) according to the kind of cerebral injuries ( Pfeifer et al., 2009 ). From
clinical and didactical point of view, these symptoms are classified into several forms
and types that are usually overlapping each other and can demonstrate themselves from
light to severe (Pfeiffer, 2007). Not only is movement affected in different ways, but the
degree of involvement of body and limbs also differs ( Piek, 2006).
Severity and pattern of clinical involvement varies widely, dependent on the area of the
central nervous system compromised ( Fairhurst, 2012). The lesions that produce CP
influence many different motor pathways, so the resulting movement difficulties are
quite complex (Piek, 2006). Because the diagnosis of CP does not specify a particular
aetiology or pathology, epidemiologic studies of CP have traditionally grouped children
with CP into phenotypic subtypes based on the distribution of limb weakness and type
of tone abnormality ( Wu et al., 2006). It generally includes a combination of the
following: the degree of disability (mild, moderate, or severe), the location of the
primary motor disability (e.g., monoplegia or hemiplegia) and the type of motor
disability (e.g., spasticity, dyskinesia). Five broad categories of CP can be distinguished:
hemiplegia, spastic and ataxic diplegia, tetraplegia/quadriplegia, athetoid CP, and ataxic
CP (Piek, 2006).
Bax et al. (2005) proposed a different system, the four major dimensions of
classification that would meet the needs of clinicians, investigators, and health officials,
27
and provide a common language for improved communication. Components of CP
classification include motor abnormalities (nature and typology of the motor disorder;
functional motor abilities), associated impairments (seizures, hearing or vision
impairments, or attentional, behavioural, communicative, and/or cognitive deficits),
anatomic and radiological findings, causation and the presumed time frame during
which the injury occurred .
Figure 1: Hierarchical classification tree of cerebral palsy sub-types ( O'Shea, 2008)
3.4.1 Categorization by Affected Body Part
Terminology used to describe the areas affected by CP has been defined by Scherzer and
Tscharnuter (1990) as follows (Piek, 2006):
– Monoplegia – only one limb is affected
– Hemiplegia – both the arm and leg of one side are affected
– Paraplegia – both legs are affected
– Quadriplegia – all limbs are equally involved
– Diplegia – all limbs are unequally involved, arms hav e only milddifficulties
28
In-term and near-term infants, hemiparetic (1-sided) and quadriparetic (4-limb) CP are
the most common clinical subtypes, whereas in preterm and very preterm infants spastic
diplegia (legs affected more than arms) is the predominant form of spastic involvement
(Nelson, 2008). Monoplegia and triplegia are relatively uncommon ( Sankar et al.,
2005).
Spastic Diplegia
This type is the most common form of cerebral palsy. The incidence is reported
variously between authors and ranges from 41% to 65%. Syndrome of spastic diplegia
affects patients who achieve self -bipedal locomotion without support, but also patients
who are unable to walk independently ( Kolář, 2009). This form is often related to low –
-birth-term infants and preterm infants (delivered in the 7th month of gestational age)
(Piek, 2006). Its main causes are cerebral ischemic and haemorrhagic phenomena and
foetal or post-natal hydrocephaly especially in preterm newborn children ( Pfeifer et al.,
2009). Characteristic sign is impairment of lower extremities, as the lesions are
generally located along the outer angle of the lateral ventricles and subcortical white
matter (Piek, 2006; Pfeifer et al., 2009 ). Upper extremities are often affected lightly as
well. During growth, lower part of the body stays less developed ( Pfeiffer, 2007). Mild
cases may present with toe walking due to impaired dorsiflexion of the feet with
increased tone of the ankles ( Sankar et al., 2005). In children able to walk with this form
of CP, typical gait named "scissors gait" can be observed. This gait is caused by
spasticity of adductors and internal rotators of lower extremities ( Pfeiffer, 2007). Hips
cannot achieve full extension and are flexed in the stance position, while knees may be
either hyperextended or flexed ( Piek, 2006). Feet are usually held in the equinovarus
position (club foot) ( Pfeiffer, 2007). A major problem for infants with diplegia is the
inability to sit, as they have difficulty opening their legs wide enough to provide a stable
base of support (Piek, 2006). Disabled child has usually accentuated thoracical kyphosis
and Babinski-like responses are positive (Rossolimo sign and Bekhterev -Mendel
reflex). Bilateral CP is usually accompanied by strabismus, deteriorated perception of
high tones, unusual stretch reflexes on m. triceps surae and some others symptoms
(Pfeiffer, 2007). Epilepsy occurs in half of the affected children and only a third of them
have normal intellect (Kolář, 2009).
29
Hemiplegia
This category is also termed hemiparesis or unilateral spastic paresis, often referred to
spastic hempilegia because it is mostly spastic in type of motor disorder ( Piek, 2006).
Disability is on one entire side of the body, including the involvement of the facial nerve
and the hypoglossal nerve ( Kolář, 2009). Upper limbs are more severely affected than
the lower limbs. It is seen in 56% of term infants and 17% of preterm infants ( Sankar et
al., 2005). Malfunction is located in one of the hemispheres contralateral to the affected
side in the form of atrophy, porencephalic cavity, enlargement of lateral ventricle. Upper
extremity is more affected than in the bilateral form of CP, held in flexed position,
whilst lower extremity is extended with tendency to equinovarus position of foot and
ankle (Pfeiffer, 2007). Pincer grasp of the thumb, extension of the wrist and supination
of the forearm are affected. In the lower limb, dorsiflexion and aversion of the foot are
most impaired (Sankar et al., 2005 ). C-shaped scoliosis arises. Higher muscle tone in
arm flexors and hypotone of hand can be found on upper extremity. A hand is highly
paretic or plegic. Lower muscle tone of hand can be tested by flexion of a wrist – palm
is in contact with forearm. Hyperextension of interphalangeal joints can be made
passively. Very common is impairment of proprioception, touch sense, feeling of
temperature and pressure, mostly on hand, palm and first two fingers. Grasping is highly
immature, with flexed wrist, remains of grasp reflex (Pfeiffer , 2007). Asymmetrical gait
is one of the most common features of a child with spastic hemiplegia. During walking,
most of the body weight is on the unaffected leg, and appropriate arm swing is
observable only on the unaffected side, as the shoulder of the affected arm is generally
hyperextended and the elbow flexed . There is also evidence that the right side of the
body is more often affected than the left, although there appear to be similar clinical
patterns for right and left hemiparetic CP ( Piek, 2006). More than a third of patients
suffers from epilepsy and mental retardation ( Kolář, 2009).
Tetraplegia
This form is also termed spastic quadriplegia or bilateral hemiplegia ( Piek, 2006) and is
the most severe form of CP with damage of both hemispheres ( Pfeiffer, 2007).
Tetraplegia results from its location associated with the cause (the most frequent is
hypoxic-ischemic encephalopathy) followed by defects of cortical cerebral development
30
(Pfeifer et al., 2009 ). This disorder involves the whole body and occurs in only 5%
cases, including the spasticity of the four limbs, associated with problems including
feeding and absence of speech due to oral difficulties ( Piek, 2006). The upper
extremities are involved more than the lower extremities ( Bialik & Givon, 2004).
Clinical manifestation is similar to pseudobulbar syndrome ( Pfeiffer, 2007) and
accompanying problems, such as epilepsy and severe mental retardation, are often also
present (Piek, 2006). V oluntary movements are few; vasomotor changes of the
extremities are common. Half the patients have optic atrophy and seizures. Intellectual
impairment is severe in all cases ( Sankar et al., 2005).
3.4.2 Categorization by Movement Type
This categorization is based on four main types of motor involvement: spasticity, ataxia,
dyskinesia and hypotonia ( Piek, 2006). Evans and Alberman (1985) classified CP
likewise according to the type of neuromuscular deficit and motor involvement into
spastic, dyskinetic (choreo -athetoid and dystonic), ataxic, hypotonic and mixed ( Sankar
et al., 2005).
Spasticity
Spastic CP is the most common and accounts for 60%-75% of all cases ( Sankar et al.,
2005; Hurkmans et al., 2010 ) This motor problem is characterized by rigidity, which
occurs as a result of hypertonia with abnormal resistance to passive movement. As this
resistance builds up, there is rapid release of tension with exaggerated stretch reflexes
and increased deep tendon reflexes . Contractures are a major problem for children with
this type of CP. Spasticity produces shortened muscles that lead eventually to
contractures affecting joint function. The ankle is particularly vulnerable, leading to foot
deformities. Also, abnormalities of the hip joint may occur as a result of internal
rotation and adduction at the hips ( Piek, 2006). The descending cortico -spinal tracts
normally stimulate release of the inhibitor neurotransmitter γ -amino butyric acid
(GABA) at the spinal level. Lesions lead to dysinhibition of the spinal reflex arc and
muscle over activation ( Fairhurst, 2012). In severe cases, the child may be fixed in
a few specific position patterns as a result of the strong co -contraction of muscles.
31
Spasticity has been associated with damage involving the motor portion of the cerebral
cortex and pyramidal tracts ( Piek, 2006). Performance of daily activities is challenging
for persons with spastic CP because of paresis, increased muscle tone, involuntary
movements, and postural instability ( Hurkmans et al., 2010 ).
Ataxia
Ataxia is described as excessive incoordination and difficulty with balance. It has been
associated with damage of cerebellum. Ataxis CP is distinct from ataxic diplegia in that
the former refers only to individuals who demonstrate cerebellar symptoms and signs
most prominently. The arms are particularly affected, with signs of overreaching
(overshooting) and underreaching (undershooting) and intention tremors are also
sometimes evident. Eye movements independent of head movements can be difficult
and as a result visually tracking object might be a problem. Motor milestones are
frequently delayed, with infants often being unable to sit until 15 to 18 months, and they
may not stand or walk until two or three years of age or older ( Piek, 2006). This form is
associated with less than 5% of CP ( Sankar et al., 2005).
Dyskinesia
Dykinesia has been linked with damage to the extrapyramidal pathways. Evans and
Alberman (1985) divide dyskinesia into two types:
Chorea – athetoid type is a manifestation of involuntary movements described as swiping,
jerky and rotary patterns, unnecessary and purposeless, often slow and writhing in
character. Athetoid movements result from the recruitment of inappropriate muscle
groups, and affects mainly the proximal part of the limbs. Choreatic form is
characterized by impairments mainly affecting acral parts of the extremities ( Kolář,
2009).
Dystonia is characterized by changing muscle tone during the movement. Generally,
these changes occur from normal to increased tone ( Piek, 2006). Damage to the basal
ganglia leads to patterns of sustained muscle contraction causing abnormal postures that
are frequently associated with involuntary movements ( Fairhurst, 2012).
Both athetosis and dystonia may be evident in the same individual. Bobath (1980)
categorized this "athetoid group" into three different subgroups: the first group involved
32
dystonia and dyskinesia; the second group was a mixed group with spasticity and ataxia
or athetosis; the third group involved athetosis, floppy infant, ataxia ( Piek, 2006 ).
The diagnosis of athetoid CP covers the dyskinetic movement problems and includes
a variety of terminology, such as athetosis, chorea, dystonia and dyskinesia. The
pathology of athetoid type of CP is well defined, with selective involvement of the
central grey nuclei ( Piek, 2006 ). Dyskinetic CP is presented in 10% to 15% of all cases
(Sankar et al., 2005 ). According to Pfeifer et al. (2009) spasticity occurs during the first
three months and dyskinesia occurs in up to three years in most of the cases . One of the
common symptoms is vegetative lability (hyperhidrosis), and emotional imbalance.
Mental abilities are normal. Some of the children are of above average intelligence
(Kolář, 2009 ).
Hypotonia
H
ypotonia is characterized by decreased muscle tone that usually results in increased
joint range ( Piek, 2006 ). Hypotonic CP is characterized by generalized muscular
hypotonia that persists beyond 2 to 3 yrs of age that does not result from a primary
disorder of muscle or peripheral nerve ( Sankar et al., 2005 ). All muscles are feeble and
joints can be bent to large angles passively ( Kolář, 2009 ). The deep tendon reflexes are
normal or hyperactive, and the electrical reactions of muscle and nerve are normal
(Sankar et al., 2005 ). The hypotonic group is usually found among children under the
age of 2 and the dyskinetic group is identified later in life. Only few children stay
hypotonic ( Pfeifer et al. , 2009). Epilepsy occurs in 30% of children with this form of CP
(Kolář, 2009 ).
3.5 Manifestation
Although CP is a non-progressive disorder in that neurological impairment does not
progress, the problems associated with the disorder frequently become more complex
with age. This phenomenon is called "growing into deficit" ( Piek, 2006 ). Despite the
static nature of the brain damage in CP, the clinical manifestations of the disorder may
change, as the child grows older. Although movement demands increase with age, the
child’s motor abilities may not change quickly enough to meet these demands ( Akbari et
33
aici
al., 2009). If the upper limbs are affected, this will result in difficulties with manual
dexterity. If the lower limbs are affected, the first signs may become clear when the
child is delayed in walking or develops an unusual gait ( Piek, 2006).
Bobath (1980) highlighted the problems faced by children with CP when he stated:
"A child, whether normal or abnormal, can only use what he has experienced before.
The normal child will use and modify his normal motor patterns by practice, repetition
and adaptation. The child with cerebral palsy will continue to use and, by repetition, to
reinforce abnormal patterns." (Piek, 2006).
3.5.1 Hand Impairments
Cerebral palsy (CP) commonly affects the brain structures responsible for skilled hand
movements (Arnould et al., 2008 ). About half of the children diagnosed with CP have
upper extremity dysfunction, which makes activities involving reaching, grasping, and
manipulation a challenge (Odle, 2009). The severity and type of hand impairments (i.e.
motor or sensory impairments) vary widely according to the time of appearance, the
location and the degree of cerebral damage. There is, therefore, a need to quantify hand
impairments in the various types of children with CP (i.e. hemi -, di-, and tetra-plegics)
(Arnould et al., 2008 ). When compared to their typically developing peers, children
with spastic CP exhibit reaching patterns that are jerkier, slower, and less forceful ( Odle,
2009). Hand sensorimotor impairments are generally thought to be largely responsible
for the difficulty experienced in daily activities. The International Classification of
Functioning, Disability and Health (ICF) conceptualizes hand impairments and manual
ability as different dimensions of functioning that are not necessarily related. While
most hand impairments can be measured with physical units (e.g. grip strength can be
measured in Newtons), manual ability is a capacity concealed within a person or a child
and cannot be directly measured ( Arnould et al., 2008 ). Lemmens et al. (2014) defined
arm movement components based on functional goals as follows:
Table 8: Movement components of arm and their definition (Lemmens et al., 2014)
Movement component Definition
Positioning the upper
extremityMaintaining a fixed position of the shoulder, arm and/or hand in space.
Reach Intentional movement of the arm towards an object
34
Grasp To make a motion of seizing, snatching or clutching
Hold Keep an object in a fixed position in the hand without external support
Release To free an object from grip
Manipulate To skilfully control the position of an object using the fingers
Push/Pull/Shove To apply force against an object with the intention to move or stabilize
Displace/Lift Moving an object without the object being in contact with a surface in
the environment
Fixate To stabilize an object against a surface
Other Other movement components not covered by the above mentioned
movement components
In children with CP, the domain of self -care in daily life is closely related with their
hand fine motor function ( Kwon et al., 2013 ), and according to Speth et al. (2013),
evaluation of hand function over time or after treatment should focus on the actual use
of the affected hand in bimanual activities of daily life .
3.5.2 Proprioception
Proprioception is a complex somatosensory modality that utilizes inputs from muscle,
joint, and cutaneous afferent fibres, and consists of two components, the sense of limb
movement (kinesthesia) and static limb position (joint -position sense) (Wingert et al.,
2009). CP could be associated with somatosensory alterations, including abnormal
perception of touch, altered pain sensitivity, poor stereognosis and proprioception, as
well as increased pain and abnormal activation of cortical somatosensory areas
(Riquelme et al., 2014 ). Proprioceptive deficits in the upper limbs in children with CP
are greater on the non -dominant side. Joint -position sense worsens especially in
pronation, and passive movements are significantly less accurately detected ( Wingert et
al., 2009).
According to Wingert et al. (2009), visual adaptation to proprioception deficits in CP is
a probable compensatory and results in improved performance accuracy when seeing
the affected limb during the task. Therefore, optimization of vision is essential for
people with CP and should be engaged and relied upon while learning and practicing
movements (e.g., using mirrors, video, virtual reality), especially in early stages of the
rehabilitation process until accurate perception of body movements is presented. This
35
visual input can be gradually decreasing to improve perception . The same applies in the
case of focusing on proprioceptive information from the lower limbs. While visual,
somatosensory and vestibular inputs are each important for maintaining balance, their
contribution varies by task. Due to diminished proprioception, individuals with
unilateral and bilateral CP demonstrate balance deficits when attempting to stand still,
walk slowlier and have a bigger postural sway ( Damiano et al., 2013 ).
3.5.3 Other Impairments
Children with CP have a higher incidence of obesity and physical inactivity compared to
the general population. Therefore, they tend to have lower endurance, muscular
strength, and cardiorespiratory fitness. Children, particularly those with CP, face many
barriers to physical activity. Some of the mainstream barriers to physical activity for
children include: lack of interest, preference for indoor activities, low energy levels,
time constraints, unsafe neighbourhoods, self -consciousness, lack of motivation, and
insufficient social support from parents and peers. Children with CP face additional
barriers to physical activity including: weakness, muscle spasticity, imbalance, poor
accessibility, lack of transportation, equipment, and resources, parental restrictions, and
learned helplessness ( Irwin, 2011).
Associated deficits, such as mental retardation, are common in CP in up to 60% of the
cases. Children with spastic quadriplegia have a higher degree of cognitive impairment
than children with spastic hemiplegia. Visual impairments and disorders of ocular
motility are common (28%) in children with CP (strabismus, amblyopia, nystagmus,
optic atrophy, and refractive errors). Hearing impairment occurs in approximately 12%
of children with CP. 35% to 62% of children develop epilepsy. Children with spastic
quadriplegia or hemiplegia have a higher incidence of epilepsy than patients with
diplegia or ataxic CP ( Sankar et al., 2005 ). Beckung and Hagberg (2002) were
investigating a series of 176 children with cerebral palsy (CP), aged 5 to 8 years.
Learning disability occurred in 40%, epilepsy in 35%, visual impairment in 20%, and
infantile hydrocephalus in 9% of the children . Articulation disorders and impaired
speech are present in 38% children with CP and go hand in hand with mental retardation
(Sankar et al., 2005).
36
McAdams & Juul (2011) made a list of impairments associated with cerebral palsy.
Table 9: Morbidities Associated with Cerebral Palsy (McAdams & Juul, 2011)
• Cognitive impairments
• Epilepsy: 20% to 40% of patients
• Behavior problems: 5 times more likely in children who
have CP
• Pain
• Weakness
• Speech impairment: up to 80% of patients
• Low visual acuity: up to 75% of all children who have CP
• Gastrointestinal and feeding problems: 50% of children
who have CP
• Dental caries
• Developmental enamel defects
• Gingival health, tooth wear, oral mucosal health, and
malocclusion problems
• Swallowing dysfunctions and dysarthria symptoms
• Stunted growth: 25% of children who have CP
• Under- or overweight problems: 50% of children
3.6 Treatment
The goal of management of cerebral palsy is not to cure or to achieve normalcy but to
increase functionality, improve capabilities, and sustain health in terms of locomotion,
cognitive development, social interaction, and independence ( Krigger, 2006). The
problems associated with the disability tend to be progressive. Appropriate early
intervention is, therefore, essential to ensure the best possible outcome for children with
cerebral palsy (Piek, 2006). Optimal treatment in children requires a team approach
focused on total patient development, not just on improvement of a single symptom
(Krigger, 2006). There are two approaches used. First, focus on clinical and
developmental comorbidities, such as behaviour, communication, epilepsy, feeding
problems, gastro-oesophageal reflux and infections. The second approach is focused on
specifics of muscle tone, motor control and posture ( Fairhurst, 2012).
37
Table 10: Multispecialty Management Team for Children with Cerebral Palsy
(Krigger, 2006)
Physician
Orthopedist
Physical therapist
Occupational therapist
Speech and language
pathologist
Social worker
Psychologist
Educator Team leader; synthesizes long -term, comprehensive plans and treatments
Focuses on preventing contractures, hip dislocations, and spinal curvatures
Develops and implements care plans to improve movement and strength,
and administers formal gait analyses
Develops and implements care plans focused on activities of daily living
Develops and implements care plans to optimize the patient’s capacity for
communication
Assists the patient’s family in identifying community assistance
programmes
Assists the patient and patient’s family to cope with the stress and demands
of the disability
Develops strategies to address cognitive or learning disabilities
Close collaboration between the members of the specialized teams and fluent care
coordination are considered crucial to the quality of children’s healthcare ( Nijhuis et al.,
2008). Home therapy by parents and caregivers is a n important factor in treatment,
because infants must be viewed in the context of their environment to understand
developmental and maturational processes.
3.6.1 Medical movement therapies
Progressive casting is considered to increase muscle length, and benefits from serial
casting can be improved with use of the drug botulinum toxin type A (BTX-A) (Piek,
2006). Botulinum toxin (Botox) is a formulation of botulinum toxin type A, derived
from the bacterium Clostridium botulinum. This bacterium produces a protein that
blocks the release of acetylcholine and relaxes muscles ( Krigger, 2006). This produces
partial denervation of the muscle, causing a period of muscle weakness that can last
around four months. This can result in reduced spasticity and improved functional
performance (Piek, 2006). It is licensed in America only for use in children over the age
of 2 for dynamic equinus foot deformity caused by spasticity in ambulant paediatric CP.
However, there is a good level of evidence for its use at calf, hip adductor, hamstring
and upper limb levels ( Fairhurst, 2012). Degelaen et al. (2013) analyzed the effect of
lower limb botulinum toxin injections on trunk postural control and lower limb
intersegmental coordination in children with spastic CP (GMFCS I or II). They stated
that this intervention leads to changes in motor planning, and influencing trunk control
during gait in children with spastic CP .
38
Intrathecal baclofen pumps (ITB) have similar effects as BTX -A. Their aim is to
maximize antispasticity benefits of baclofen and minimize the cerebral side effects, by
using an implantable pump ( Fairhurst, 2012). Candidates for ITB have severe,
generalized tone that has not been successfully managed with oral medications and
other more conservative methods. Baclofen is delivered directly to the cerebrospinal
fluid via a catheter connected to an implanted device in the abdomen. The device
contains a peristaltic pump, a battery, a reservoir for baclofen, and electronic controls
that allow regulation of the pump by telemetry ( Matthews & Balaban, 2004). However,
ITB therapy does carry the risk for significant complications, such as infection, pump
malfunction, catheter kinking or withdrawal, and Baclofen overdose, because of
programming error (Tilton, 2006).
Selective dorsal rhizotomy is a procedure intended to minimize or eliminate spasticity
by selectively cutting dorsal rootlets from spinal cord segments L1 to S2 ( Krigger,
2006). It can reduce the stimulation of the spinal reflex arc, as the motor and sensory
nerves are separated and then the sensory fibres are blunt dissected into a series of
rootlets (Fairhurst, 2012). According to Rosenbaum et al. (2002), after selective dorsal
rhizotomy the improvements in gross motor function are significantly greater than those
seen with physical therapy alone, but the actual measured changes in Gross Motor
Function Measurement are quite modest . This intervention affects mainly the lower
limbs although beneficial changes are sometimes found in the upper limbs ( Rodda &
Graham, 2001).
Orthopaedic surgical intervention is frequently indicated for spastic type of CP. The
ultimate goal is to enable verticalization, standing, walking and self -care. Therefore,
most operations are performed on the lower extremities ( Kolář, 2009). Common
surgical options are lengthening shortened muscle–tendon complexes, moving awkward
muscles, bio-mechanically improving lever arms or providing a stable base for standing
and/or walking, and vertebral fusion in scoliosis ( Fairhurst, 2012). Muscle imbalance
caused by spasticity can lead to complete dislocation of hips. The incidence of hip
dislocation in children with CP has been reported to be as high as 59 %. A common
surgical procedure for the subluxat ed hip is the proximal femoral varus -producing
osteotomy in combination with appropriate soft -tissue release (Krigger, 2006).
39
3.6.2 Early Intervention Approaches
Given that the indicated physiotherapy treatment is symptomatic, it should begin even
before the diagnosis has been established. More serious deviations from the
physiological motor development are the indication for treatment ( Kolář, 2009).
A major aim of early intervention is to ensure that the pathological movement patterns
do not become habit, therefore reducing the likelihood of contractures and the
subsequent need for orthopaedic intervention ( Piek, 2006). Late initiation of
physiotherapy also means fixing developmentally older motor patterns through which
the child moves (Kolář, 2009).
Around the middle of 20th century, neurophysiological theories, based on the reflex
theory, were proposed to account for CP. Some of the methods developed around this
time were Bobath concept according to Karel and Berta Bobath, who targeted the
inhibition of postures and patterns, and the method devised by Václav V ojta, who aimed
at provoking or eliciting reflex locomotor patterns. Theories highlighting the importance
of sensory information were developed by Ayres in the 1970s and this approach became
popular with occupational therapists ( Piek, 2006).
Neurodevelopmental Therapy (Bobath Concept)
The neurodevelopmental therapy (NDT) was developed by Bobath (1980), and
originally focused on improving motor control by inhibiting abnormal automatic
reactions and reflexes. This approach is based on the early hierarchical reflex theories
arguing that reflexes were the basis of later movement ( Piek, 2006). A child is
positioned in reflex -inhibiting postures to reduce spasticity. Then, specific reflexes and
reactions are stimulated to improve normal movement sense (Yalcinkaya et al., 2014 ).
Another important component of this approach is the acknowledgment of the
importance of posture in motor development. Specific handling techniques were
developed to influence sensorimotor components of muscle tone, reflexes, abnormal
movement patterns, postural control, sensation, perception, and memory. Adequate
postural tone exists when the body has a sufficiently high muscle activation to maintain
a posture against gravity and yet low enough activation to allow the body to move
through gravity (Piek, 2006; Krigger, 2006). As the child gains postural control, the
therapist gradually withdraws support. Handling techniques and treatment activities
40
undergo continual change, as they are adapted to the responses of a particular child
(Fetters & Kluzik, 1996).
Nowadays the neurodevelopmental therapy takes into account the importance of the
practice of functional skills, and although this method is based on an outdated theory,
continues to be applied and is popular because its procedures appear to follow recent
motor control approaches ( Piek, 2006). The goal of the therapy is to enhance self –
-sufficiency and independence of the child. Exercises are applied throughout the day
within daily activities, whose implementations are adapted to the specific therapeutic
target. To prevent deformity, to provide external support and facilitate the activity,
assistive devices are used. Of greatest importance for a younger child is learning
spontaneous movements, while efforts should be made in the pre -school and school
child to actively control voluntary movements ( Kolář, 2009).
Vojta Method
The V ojta treatment is based on a maturational perspective, as it aims to activate normal
muscle responses ("postural ontogenesis") that will then provide the child with
proprioceptive information that can be utilized by the CNS ( Piek, 2006). According to
Professor V ojta, the persistence of the newborn reflex patterns in a child with CP
interferes with postural development. It is postulated that with appropriate stimulation,
the newborn reflex pattern can be provoked and activated in a child with CP, thereby
facilitating the development of reflex locomotion ( Patel, 2005). This method uses
isometric strengthening techniques and normal movement patterns are encouraged
through application of tactile stimulation ( Piek, 2006). Two global patterns of
locomotion are used within this technique – reflex creeping and reflex rolling. In these
models, the activation occurs throughout the striated musculature in certain coordination
contexts (V ojta & Annegret, 2010). These patterns can be retrieved at predetermined
positions of the body by stimulating ten available zones on the trunk and on the arms
and legs. Using the technique by Professor V ojta it is possible to enter into a genetically
encoded human motion programme and its control. An accurate intervention from the
periphery (afferent stimulus) elicits exact motor reaction (efferent response) ( Kolář,
2009).
41
Sensory-Integration Approach
The sensory-integration approach emphasizes sensory processing and movement
planning due to organization and integration of different sensory inputs as an important
component of motor control. This approach, developed by Ayres (1972), highlighted
poor visual-spatial organization as the key problem in children with movement
problems, such as developmental coordination disorder. Sensory -integrative abilities in
children with CP are disrupted as a result of neurological dysfunction, or because poor
motor ability reduces the sensory experiences of the infants and children ( Piek, 2006).
The sensory integration theory is based on the hypothesis that in order to develop and
execute a normal adaptive behavioural response, the child must be able to optimally
receive, interpret, modulate, and integrate the sensory information ( Patel, 2005).
This method involves the stimulation of vestibular, kinesthetic, and tactile senses
through a variety of equipment such as swings and balls to lie on and materials of
different textures such as sand and water. This equipment is used to train the child to be
able to appropriately process different sensory stimuli ( Piek, 2006). Nowadays, this
method is widely used among occupational therapists working with various children
with developmental, learning, and behavioural problems ( Parham et al., 2007 ).
3.6.3 Virtual Reality
The use of VR as an intervention to improve motor learning and performance of motor
skills in children with neurological impairments is an active area of rehabilitation. These
systems utilize hardware and software options to create interactive simulations that
engage the user in virtual environments ( Galvin & Levac, 2011b). Patients are
motivated by seeing themselves engaging in various sports and games, which may
improve focus and adherence ( Moffat, 2004) and thus shorten the time needed for motor
skill recovery (Brütsch et al., 2014 ). Goals change as rehabilitation progresses over long
periods of time. Therefore, VR system choice should also evolve in tandem with the
child’s changing abilities ( Levac & Galvin, 2011). Nevertheless, supportive evidence for
the application of VR in the rehabilitation of children with neurological disorders is still
poor since most of the studies are uncontrolled trials with only a small number of cases
and case series (Brütsch et al., 2014 ).
42
The aim of this study was to explore the available information about the possibilities of
application of virtual reality as a therapeutic intervention for children with cerebral
palsy. The following part of the thesis evaluates the collected data on the use of virtual
reality in the form of gaming systems. In the discussion and conclusion at the end of the
thesis, virtual reality is considered as a therapeutic tool also for other disabilities,
mentioned in context of motor learning theories, including consideration of its future
applicability.
43
aici
4 Objectives and Research Method
4.1 Research Questions
1) How big is the evidence within Pubmed and Cinahl search of virtual reality used as
a rehabilitation tool in children with cerebral palsy?
2) What are the main outcomes of measurements in the articles found in the databases?
3) How extensive is the applicability of the study results?
4.2 Literature Search
The literature search in the databases started in March 2013 and ended in March 2014.
The databases that are used for comparison are PubMed MEDLINE and CINAHL.
Other databases used as additional sources are PEDro, Academic Search Complete,
Embase, ProQuest, and Cochrane. The search was based on the following MeSH -terms:
"Cerebral Palsy", "Video Games" and "Rehabilitation". When no MeSH -term was
available, the following Key -terms/Text-words were used: "virtual", "virtual reality",
"virtual environment", "virtual rehabilitation", and "gaming".
In the databases (PubMed/CINAHL), "Cerebral Palsy" and "Rehabilitation" were
combined with the remaining MeSH – and Key-terms using AND. Double articles were
excluded. The remaining articles were screened, based on the title and abstract. When
the abstract was not available or when there was not enough information to include or
exclude the article, then the full text was screened. In the first instance, I looked for
articles that measured functional parameters. Because the amount of relevant articles
found was limited, I also included case studies and only used LIMITS based on the
language English.
44
4.3 Selection Criteria
During the screening of the articles, the following inclusion and exclusion criteria were
used:
Inclusion Criteria
• Language: articles in English
• Population: cerebral palsy children
• Intervention: use of virtual reality in movement rehabilitation/physical therapy
• Outcome/measurements: effect of virtual reality intervention on functional
movement parameters
Exclusion C riteria
• Based on population:
– no children
– not focused on cerebral palsy primarily
• Based on the intervention:
– no use of VR as a tool for rehabilitation
– different system as a main intervention
• Based on the measurements:
– no functional movement parameters
– other perspective
• Based on the topic:
– article non-related with the objectives
• Based on the article type
– short articles – editorials, pictorials, brief items, comments
Because a lot of articles found were also case studies, I did not use "case study" as an
exclusion criteria, otherwise the amount of articles would be relatively limited. The
following data were extracted from the included articles: type of article, sample size,
population characteristics (age), intervention (type of virtual rehabilitation, combination
with other techniques (robotics), measured functional parameters related to movement,
and method of measurement.
45
4.4 Methodology of Searching
When combining MeSH – and Key-terms, this resulted in a total of 154 articles, of which
77 were founded in PubMed (Table 11) and 77 in CINAHL ( Table 12). With the
different combinations of Mesh – and Key-terms, a lot of double articles were found. In
PubMed there were 17, in CINAHL 18 and in PubMed, compared to CINAHL, 36
double articles. The total after exclusion of the double articles was 83. These 83 articles
were screened on relevance based on the inclusion criteria: articles in English, cerebral
palsy children, use of virtual reality as a rehabilitation tool, study the effect of virtual
reality intervention on the functional movement parameters. This resulted in 27 articles,
2 reviews included. Because of poor evidence about VR used in rehabilitation in
children with CP, "case studies" were also included. Articles were not included when:
no cerebral palsy cases (n= 5) and no children (n = 15), no use of virtual reality for
therapy/rehabilitation predominantly (n= 4), no functional movement parameters
measured (n = 20), no relevant topic (n = 1), and article type (n = 9) (table XY).
Table 11: Overview of results in PubMed
SearchQuery Items found
# 1Search cerebral palsy [MeSH Terms] 12,274
# 2Search virtual [Title/Abstract] 27,994
# 3Search video games [MeSH Terms] 1,835
# 4Search gaming [Title/Abstract] 962
# 5Search virtual reality [Title/Abstract] 4,064
# 6Search virtual environment [Title/Abstract] 1,174
# 7Search virtual rehabilitation [Title/Abstract] 48
# 8Search (#1) AND #2 44
# 9Search (#1) AND #3 22
# 10Search (#1) AND #4 11
N = 77
46
Table 12: Overview of results in CINAHL
SearchQuery Items found
# 1Search cerebral palsy [MeSH Headings]12,395
# 2Search virtual [Title/Abstract] 9,360
# 3Search video games [MeSH Headings]3,000
# 4Search gaming [Title/Abstract] 853
# 5Search virtual reality [Title/Abstract] 2,013
# 6Search virtual environment [Title/Abstract] 686
# 7Search virtual rehabilitation [Title/Abstract] 245
# 8Search (#1) AND #2 37
# 9Search (#1) AND #3 29
# 10Search (#1) AND #4 11
N = 77
Table 13: Exclusion procedure
Articles in PubMed
(n = 77) Total articles when combining
MeSH- and Key-terms
(n = 154) Articles in CINAHL
(n = 77)
Articles in PubMed
(n = 60) Double articles in:
PubMed (n = 17)
CINAHL (n = 18) Articles in CINAHL
(n = 59)
47Double articles:
PubMed compared with CINAHL
(n = 36)
Total after exclusion of double
articles
(n = 83)
PubMed (n = 24)
CINAHL (n = 23)
PubMed/CINAHL (n = 36)
Table 14: Selection Criteria Overview
Inclusion Criteria:
1) Articles in English
2) Population: cerebral palsy children
3) Intervention: use of virtual reality as a tool for rehabilitation
4) Outcome: effect of virtual reality intervention on functional movement parameters
Exclusion Criteria:
1) Based on population (n = 20)
– no children
– not focused on cerebral palsy predominantly
2) Based on the intervention (n = 6)
– no use of VR as a tool for rehabilitation
– robotic rehabilitation as a main topic
3) Based on the measurements (n = 20)
– no functional movement parameters
– description of VR system
– other perspective
4) Based on the topic (n = 1)
– article non-related with the objectives
5) Based on the article type (n = 9)
– short articles – editorials, pictorials, brief items, comments
Table 15: Overview of excluded articles and reason for exclusion
Reason Total
articlesReferences
Exclusion based on POPULATION (n = 20)
No children
– Adult
– Adolescent
– Different age groups6
8
1(Slaboda, Lauer, Keshner, 2013 )
(Mawase, Bar-Haim, Karniel, 2011 )
(Feasel et al., 2011) (Hurkmans, van den
Berg-Emons, Stam, 2010) (Rowland,
Rimmer, 2012) (Szturm et al., 2008)
(Huber et al., 2010) (Leung, Yates,
Duez, Chau, 2010) (Wann, Turnbull,
1993) (Brien, Sveistrup, 2011) (Golomb
et al., 2010) (Deutsch, 2008) (Golomb
et al., 2011) (Dinomais et al., 2013)
(Unknown, Paediatric PT, 2011)
No (only) Cerebral Palsy
– Review of gaming systems
– Review of sensorimotoric training in
VR
– Musculoskeletal and neuromuscular
conditions
– Stroke2
1
1
1(Taylor et al., 2011) (Gordon,
Okita,2010)
(Adamovich, Fluet, Tunik, Merians,
2009)
(Deutsch, 2009)
(Merians, Tunik, Adamovich, 2009)
48
Exclusion based on INTERVENTION (n = 6)
No use of VR as a tool for rehabilitation
– Investigating the sense of agency
– Assistive device for wheelchair with
virtual paths in software
Robotic rehabilitation (main topic)1
3
2(Ritterb et al., 2011)
(Guir, Dicianno, Mahajan, Cooper,
2011) (Dicianno et al., 2012) (Zeng,
Burdet, Teo, 2009)
(Wu et al., 2010) (Meyer-Heim, van
Hedel, 2013)
Exclusion based on the MEASUREMENTS (n = 20)
No functional parameters
– Bone mineral density and muscle
strength
– Exercise intensity levels , physical
activity
– Spatial orientation/cognitive ability
– Competency, control, expression
– Playfulness
– Motivation
– Self-efficacy
– Person-environment experienc e,
active participation
– Post-surgical rehabilitation
– VR as a pain modulation technique
– Wheelchair driving skills
Verifying the task difficulty, sum marizing the
design of VR intervention
Other perspective
– Parents perceptions of VR2
2
1
1
1
2
1
2
2
1
1
3
1(Chen et al., 2013) (Chen et al., 2012)
(Robert, Ballaz, Hart, Lemay, 2013)
(Mitchell, Ziviani, Oftedal, Boyd, 2012)
(Akhutina et al., 2003)
(Miller, Reid, 2003)
(Reid, 2004)
(Harris, Reid, 2005) (Tatla et al., 2013)
(Reid, 2002a)
(Reid, 2002c) (Brütsch et al., 2011)
(Kane, Dannemiller, Roberts, 2011)
(Sharan et al., 2012)
(Steele et al., 2003)
(Secoli, Zondervan, Reinkensmeyer,
2011)
(Koenig et al. 2007) (Riener et al.,
2012) (Dunne et al., 2010)
(Sandlund, Dock, Häger, Waterworth,
2012)
Exclusion based on different TOPIC(n = 1)
No VR
– Periventricular leukomalacia –
mechanism of injury1(Haynes et al., 2003)
Exclusion based on ARTICLE TYPE (n = 9)
No valid article
– Editorial
– Comment
– Brief item, pictorial1
1
7(Snider, Majnemer, 2010 a)
(Yu, Fetters L, 2011)
(Unknown, Nursing Times, 2008)
(Unknown, Today in PT, 2012)
(Glomstad, 2010) (Golumb et al., 201 1)
(Lewis, 2010) (Westby, 2013)
(Unknown, Paediatric Physical Therapy,
2012)
49
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 16: Overview of included articles I(Barton et al., 2013)Case studyN = 1
age 10 yearsComputer game driven by pelvic
rotationsPelvis to trunk coupling Vicon 612 optoelectronic system measuring the
pelvis and trunk motion(Bryanton et al., 2006)Clinical
trial/
Comparative
StudyN = 10
age 7-17 yearsIREX VR therapy system
(television monitor, a video
camera, cyber gloves, virtual
objects, and a large screen)Selective control of muscle activity
– ankle movements
Perceptions of exercise programsElectrogoniometer
Visual analog scale(Burdea et al., 2013)Case study
seriesN = 3
age 7-12 yearsGame-based robotic training of
the ankle (Rutgers Ankle CP
system – playing two custom VR
games)Impairment
Overall function/gait function
Quality of life
Game performanceDorsiflexion/plantarflexion torques, dorsiflexion
initial contact angle and gait speed
The Gross Motor Function Measure (GMFM)
Paediatric Quality of Life Inventory (Peds QL)
Game score(Chen et al., 2007)A single
-subject
studyN = 4
mean age 6.3
yearsVR-based hand rehabilitation
training system (with sensor
glove)
EyeToy-Play SystemReaching performance
– movement time
– path length, peak velocity
– movement units
Upper extremity functionReaching kinematics – using video taping
Peabody Developmental Motor Scales-Second
Edition (PDMS-2)
50
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 17: Overview of included articles II(Choi & Lo, 2010)Two case
studiesN = 2
age 7 yearsThe provision of force feedback
as guidance in a
computer-assisted training
environmentHandwriting ability – average
writing time, path length of 10 test
character, the trajectory of the pen
tipPaper test with video taping(Fluet et al., 2010)Pilot studyN = 9
mean age 9
yearsNew Jersey Institute of
Technology Robot- assisted
Virtual Rehabilitation
(NJIT-RA VR) system –
combination of three
dimensional virtual
environments and roboticsUpper extremity function
– speed and accuracy of shoulder
and elbow movements
– reaching toward a moving object
– forearm supination/pronationMelbourne Assessment of Unilateral Upper Limb
Function Test
Active range of motion (AROM)
Grip and pinch dynamometry(Gordon et al., 2012)A pilot studyN = 6
age 6-12 yearsUsing the Nintendo Wii™
(Boxing, Baseball and Tennis) in
a developing countryGross motor function Gross Motor Function Measure (GMFM)(Green & Wilson,2012)A multiple
case studyN = 4
age 3-14 yearsVR tabletop workspace (large
horizontally-mounted LCD
panel, tracking camera,
graspable objects)Functional grasp and release
Functional manipulation of objects
Manual ability
Participation and engagementBox & Blocks test
Jebsen-Taylor Test of Hand Function (JTTHF)
ABILHAND-Kids
Children’s Hand Experience Questionnaire
(CHEQ)
Feedback questionnaire
51
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 18: Overview of included articles III(Howcroft et al., 2012)Single
-group
experimental
studyN = 17
age 7-10 yearsFour Active Video Games
(AVG) – bowling, tennis,
boxing, and a dance gameEnergy expenditure
Upper limb muscle activations
Upper limb kinematics
Self-reported enjoymentPortable cardiopulmonary testing uni t
Surface electromyography
Optical motion capture system
Physical Activity Enjoyment Scale(Jannink et al., 2008)A Pilot studyN = 12
mean age 11
years 9
monthsThe EyeToy-Play User satisfaction
Upper limb functionUser satisfaction questionnaire
The Melbourne Assessment of Unilateral Upper
Limb Function(Jelsma et al., 2013)A single
-subject
single
blinded
studyN = 14
age 6-12 yearsPlaying Interactive video gaming
(IVG) – Nintendo Wii FitBalance
Running speed and agilityBruininks-Oseretsky Test of Motor Proficiency-2
(BOTMP-2)
Timed Up and Down Stairs (TUDS)(Li et al., 2009)Feasibility
studyN = 10
age 6-8 yearsA virtual reality therapy
home-based system using a Sony
PlayStation 2 equipped with an
"EyeToy" video cameraHand/arm movements: effectiveness
(the extent to which the task is
achieved), efficiency (the rate at
which the targeted movements were
achieved)
Satisfaction (the attitudes toward the
use of the system)Quality of Upper Extremity Skills Test (QUEST)
Questionnaire
52
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 19: Overview of included articles IV(Luna-Oliva et al., 2013)A
preliminary
studyN = 11
age unknownA videogame system based on
non-immersive virtual reality
technology (Xbox 360 KinectTM)Motor and the process skills,
balance, gait speed, running and
jumping and fine and manual finger
dexterityGross Motor Function Measure (GMFM)
Assessment of Motor and Process Skills (AMPS)
Gross Motor Function Classification System
(GMFCS)
Paediatric Reach Test (PRT)
Jebsen Taylor Test of Hand Function (JHFT)
10-meter walk test (10MW)(Peper et al., 2013)A single-
subject studyN = 6
age 7-12 yearsComputer games involving
simple perceptual goals, based
on Lissajous feedback. Such
feedback implicitly facilitates the
performance of complex
rhythmic bimanual coordination
patterns.Functional bimanual performance Assisting Hand Assessment (AHA)
Manual Ability Classification Scale (MACS)(Qiu et al., 2009)Clinical trialN = 2
age 10 and 7
yearsThe NJIT-RA VR system –
Integration of virtual reality
(VR) with robot-assisted
rehabilitationSpeed and accuracy of shoulder and
elbow movements
General upper extremity strength
and reaching accuracy
Upper extremity reaching towards a
moving object
Forearm pronation and supination
during shoulder flexion and elbow
extension in a three-dimensional
space
Upper extremity active range of
motion and strengthMelbourne Assessment of Unilateral Upper Limb
Function (MAUULF)
53
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 20: Overview of included articles V(Ramstrand, 2012)A
randomized
cross-over
studyN = 18
age 8-17 yearsNintendo Wii Fit (activity
promoting computer game)Standing balance
Reactive balance
Weight shifting ability (directional
control and synchronization of
movement)The modified sensory organi zation test
Reactive balance test
Rhythmic weight shift test(Reid, 2002b)A pilot studyN = 4
age 8-12 yearsMandala gesture Xtreme
technology – uses a video camera
as a capturing and tracking
deviceUpper extremity control Upper Extremity Skills Test (QUEST)
Bruininks-Oseretsky Test of Motor Proficiency
(BOTMP)
Average percent accuracy score(Reid & Campbell, 2006)A pilot
randomized
controlled
trialN = 31
age 8-12 yearsVideo camera tracking
movements when playing
different gamesQuality of upper-extremity
movement
– dissociated movements
Self-concept
Functional self-efficacyQuality of Upper-Extremity Skills Test (QUEST)
Gross Motor Function Classification System for
children with CP (GMFCS)
Self-Perception Profile for Children (SPPC)
Canadian Occupational Performance Measure
(COPM)(Rios et al., 2013)Multiple
case studyN = 4
age 8-13 yearsNeuroGame Therapy using
surface electromyographic
(sEMG) signals routed through
motivating computer games to
improve motor control
(visual/augmented feedback of
sEMG provided through
computer game)Feasibility (hours of play)
Specificity (changes in sEMG
activity during game play)
Changes in co-contraction
Range of motion, segmental
alignment, and spontaneous upper
extremity functionSpontaneous Functional Analysis (SFA)
Shriner's Hospital Upper Extremity Evaluation
(SHUEE)
Maximum V oluntary Contraction (MVC)
54
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 21: Overview of included articles VI(Rostami et al., 2012)Single
-blinded,
randomized,
controlled
trialN = 32
age 6-11 yearsE-Link Upper Limb Exerciser
System in the form of games
such as soccer, hitting walls,
space shooting, driving, and
throwing balls into a bucket
(modified constraint-induced
movement therapy in a virtual
environment)Upper limb function Paediatric Motor Activity Log (PMAL)
Bruininks-Oseretsky Test of Motor Proficiency
(BOTMP)(Sandlund et al., 2011)Feasibility
studyN = 14
age 6-16 yearsEye Toy for Playstation 2General motor performance
Intensity of practiceBruininks-Oseretsky Test of Motor Proficiency
(BOTMP)
Movement Assessment Battery for Children-2
(Movement ABC-2)
One Minute Walk Test
Gaming diaries(Tarakci et al., 2013)Pilot studyN = 14
age 5-17 yearsNintendo Wii Fit Postural stability
The margin of stability
Speed during functional tasks that
potentially threaten balance
Functional statusOne leg standing test
The functional reach test
The Timed Up and Go test
The 6-minute walking test(Wade, 2012)A
randomized
cross-over
trialN = 13
age 7-16 yearsComputer games controlled
using a sitting platform that can
detect changes in the distribution
of pressureSitting ability – shifting the centre of
pressureChailey Levels of Ability (levels relating to box
sitting)
Sitting Assessment for Children with
Neuromotor Dysfunction
55
Art.Article
typePopulation Intervention Measurements Method of measurementsTable 22: Overview of included articles VII(Winkels et al., 2013)An
explorative
studyN = 15
age 6-12 yearsNintendo Wii™ training Upper extremity function
Enjoyment in gamingMelbourne Assessment of Upper Limb Function
ABILHAND-Kids
Visual analogue scale(You et al., 2005)Case studyN = 1
age 8 yearsIREX VR therapy system
(television monitor, a video
camera, cyber gloves, virtual
objects, and a large screen)Cortical activation
Upper limb coordination
The amount of use and quality of
movement of the affected upper
limb during ADL
Sensation, range of motion, reflexes,
synergy, muscle strength, and
movement speedFunctional magnetic resonance imaging (fMRI)
Bruininks–Oseretsky Test of Motor Proficiency
(BOTMP)
The modified Paediatric Motor Activity Log
(PMAL) questionnaire
The upper limb subtest of the Fugl-Meyer
assessment (FMA)
56
5 Findings
5.1 Motor Control and Motor Performance
Children with cerebral palsy (CP) have difficulty controlling and coordinating selective
muscle activity. The incorrect phasing in and out of muscle activation, co -activation of
agonists, and limited co -activation of antagonists is disrupted and leads to coordination,
balance, and transfer deficits.
Howcroft et al. (2012) evaluated the potential of active video game (A VG) play for
rehabilitation therapies in children with cerebral palsy (CP) through the level of muscle
activation (quantifying upper limb kinematics) and quality of movement. 17 children
with diplegia and hemiplegia in the mean age of 9,43 years played 4 A VGs (bowling,
tennis, boxing, and a dance game). Only children who were categorized as level I or II
on the Gross Motor Function Classification System (GMFCS) were eligible to
participate to ensure standing position during play. The main outcome measure was the
activity of wrist bundle. Wii bowling required the least wrist activity with lower degrees
of extension, flexion, and lateral deviation than in Wii tennis and DDR. Wii boxing
elicited higher angular velocities and accelerations for wrist movements compared with
the other games. Elbow extension (of the dominant limb) was greatest during Wii
bowling. Muscle activations did not exceed maximum voluntary contractions and were
greatest for the boxing A VG and for the wrist extensor (WE) muscle group. Angular
velocities and accelerations were significantly larger in the dominant arm than in the
hemiplegic arm during bilateral play .
Table 23: Summary of AVG characteristics (Howcroft et al., 2012)
57
The pelvis and trunk play an active role in gait and the good control of the movement of
the core is a requirement for well controlled use of the legs and carry out activities of
daily living. According to Barton et al. (2013), children with cerebral palsy often have
reduced ability to modulate coupling between the trunk and pelvis. The study made in
Liverpool, 2013 by Barton and colleagues was evaluating how pelvis to trunk coupling
changed while playing a computer game driven by pelvic rotations. The participant was
one 10-year-old boy with spastic diplegia, who trained for 6 weeks, twice a week for 30
minutes (13 sessions in total) on custom -made computer game. His GMFCS score of 1
indicates no limitations in transfers but speed,
balance and coordination may be reduced. The
aim of the game was to navigate a flying
dragon in a virtual cave towards randomly
appearing targets by rotating the pelvis around
a vertical axis. Motion of the pelvis and trunk
was captured in real -time by an optoelectronic
system tracking three markers attached to the
sacrum and thoracic spine. The results of
measurements showed that coupling between
the trunk and pelvis increased over game
training and reaching to targets far from the
midline required tighter coupling .
Figure 2: The Goblin Post Office Game (Barton et al., 2013)
The study made in Ottawa, 2006 by Bryanton et al. is focused on motor control and
kinematics of ankle movement. The child with CP cannot appropriately contract the
tibialis anterior muscle, creating functional problems such as the inability to achieve
heel strike during gait. Ten children with CP (four male, six female; 7–17 years old),
included eight children with spastic hemiplegia and two with spastic diplegia with Gross
Motor Functional Classification System (GMFCS) scores of 1 or 2 were involved in this
study. They were asked to complete ankle selective motor control exercises in
a conventional manner and using a virtual reality system. Each participant completed
one 90-min exercise session. The movement kinematics was recorded next to evaluation
58
of the level of interaction with the system and interest or fun expressed during game
play. The VR system, called IREX, consisted of a large television monitor, camera, and
computer. The child saw his or her image as part of the virtual scenario on the large
monitor and could interact with virtual objects in the environment. Two specific
applications were created to elicit the ankle movements (dorsiflexion) in the virtual
environment. During VR exercises, the children had to maintain ankle dorsiflexion at
the maximal position in order to generate an action. Considering the conventional
exercise, there was no task -oriented stimulus other than verbal instruction to hold the
extreme position. The results of measurements using an electrogoniometer showed
significantly greater mean ankle active ranges of motion into dorsiflexion during VR
versus conventional exercise. With the VR exercises, the children had a goal to score,
whereas with the conventional exercises, children received no feedback on ankle range .
One study found went further in exercising the ankle of children with CP. Burdea et al.
(2013) combined robotics and gaming to improve ankle strength, motor control, and
coordination in children with cerebral palsy. The design was a case study with 12 weeks
of intervention (3 times/week = 36 rehabilitation sessions). The participants were 3
children with cerebral palsy, age 7-12 years. All children trained on the Rutgers Ankle
CP system, playing two custom virtual reality games in sitting position. The Rutgers
Ankle CP robot represents the interface that allows the patient to interact with the
virtual environment by using the ankle movements. This study provides evidence that
game focused on lower extremities improved gait function substantially in ankle
kinematics, speed and endurance. Overall function (Gross Motor Function
Classification Measure) showed improvements typical of other ankle strength training
programmes.
Sandlund et al. (201 1) investigated physical activity and motor performance during
playing Sony EyeToy at home. The EyeToy for Sony’s PlayStation is based on a video-
-capture technique that allows the child to watch himself/herself on the screen and
interact with the virtual environment without having to wear any technical equipment.
Whole body movements are involved with elements of hitting or avoiding virtual
objects displayed on the screen but can also require the user to balance, jump or run on
the spot. The games in general are enhancing overall gross motor physical abilities such
as arm and leg coordination, eye–hand coordination, range of movement and balance.
59
Fourteen children with cerebral palsy (spastic, dykinetic and ataxic), age 6-16, were
recruited for the study. The intervention lasted 4 weeks, playing at least 20 minutes/day.
The children’s physical activity increased during the game -play and according to
Movement Assessment Battery for Children -2 (mABC-2) the children’s motor
performance improved. If the test scores were divided into sub -tests, however, only
improvements in the sub -test‘ Manual dexterity’ reached significance .
Luna-Oliva et al. (2013) made a study providing evidence about the usefulness of
Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school
environment. Eleven children with cerebral palsy were included in this preliminary
study. The aim of the study was to evaluate motor and the process skills, balance, gait
speed, running and jumping and fine and manual finger dexterity after 8 weeks of
intervention, added to the participant's conventional physiotherapy treatment. The
outcome measures showed improvements in balance and ADL within the Gross Motor
Function Measure (GMFM) and Assessment of Motor and Process Skills (AMPS) test .
In addition, Gordon et al. (2012) were exploring the possibility of using the Nintendo
Wii in rehabilitation process for children with cerebral palsy in a developing country
(Jamaica, West Indies). The potential for an impact on their gross motor function was
measured using the Gross Motor Function Measure (GMFM). Seven children, aged 6 to
12 years, with dyskinetic CP trained with the Nintendo Wii twice weekly for 6 weeks.
The games used were Wii Sports Baseball, Boxing and Tennis. Results showed the
improvement in the mean GMFM score that increased from 62.83 to 70.17 .
5.2 Upper Extremity Motor Function
Cerebral palsy produces non -progressive motor dysfunction and multi -joint
incoordination in both upper and lower extremities. An impaired upper extremity (UE)
significantly affects activities of daily living such as eating, dressing and play in
disabled children.
The basis of a larger scale randomized clinical trial was the pilot study made by Reid
(2002b) in Canada. The author was investigating the feasibility of the Mandala Gesture
Xtreme technology on 4 children aged 8 to 12 years with cerebral palsy (3 children with
spastic quadriplegia, 1 child with spastic diplegia). The VR system used consists of
60
a video camera as a capturing and tracking device to put the user inside VR experiences.
One session a week was provided for 8 weeks. Each intervention session lasted 1.5
hours. The main outcome measure used was the Quality of Upper Extremity Skills Test
(QUEST), and two other outcome measures were used: item #6 "touching a swinging
ball with preferred hand" from the subtest #5 of the Bruininks -Oseretsky Test of Motor
Proficiency (BOTMP) and a measure of accuracy. Three participants demonstrated an
improvement on the QUEST, and all the participants showed an improvement on the
BOTMP item“ touching a swinging ball” at post -test.
The following 2-years study made by Reid and Campbell (2006) reports the use of
virtual reality in changes of the quality of upper -extremity movement. Nineteen
experimental and 12 control subjects at the age of 8-13 years with different muscle tone
and GMFCS level were involved in 8 weeks of VR intervention (one session a week) –
the Mandala Gesture Xtreme technology. Each intervention session was approximately
1.5 hours long. The dissociated movement domain of the Quality of Upper -Extremity
Skills Test (QUEST) was used for measurement of motor performance. The trend was
towards improvement, however the only significant change was for the social
acceptance subscale as the part of self -efficacy investigation. The results did not suggest
that VR is more effective for the quality of upper extremity function than regular
intervention for children with cerebral palsy. The lack of findings could be due to the
fact that the intensity of the VR intervention was not sufficiently powerful .
Hemiplegic cerebral palsy often results in impaired bimanual coordination, partially due
to strong coupling between the arms. Peper et al. (201 3) aimed at inducing more
flexibility in this coupling, in a bid to improve bimanual coordination. Six children with
spastic unilateral CP at age 7-12 years received 9 hours of computer training over a 6-
weeks period. The authors designed computer games involving simultaneous
asymmetrical movements of both arms, based on Lissajous feedback. Such feedback
presents the relation between the movements of the arms in a single plot by displaying
the oscillations of one arm along the horizontal axis and the oscillations of the second
arm along the vertical axis. The author's final assumption was that training improves
bimanual coordination even when feedback is removed and results in positive transfer to
functional bimanual task. The transfer effects of the training were analyzed within the
performance of rhythmic coordination patterns without the support of the Lissajous
61
feedback. Both in-phase and antiphase coordination were examined. Moving with the
maximum amplitude resulted in a clear improvement in antiphase performance of the
upper extremities after the training, whereas this improvement was not observed for the
trials oriented on performing the coordination patterns as fast as possible. The children
also performed the antiphase pattern less stably than the in -phase pattern when moving
fast. In addition, their arms were desynchronized, with the non -impaired arm moving
faster than the affected arm, especially during antiphase performance. The Assisting
Hand Assessment (AHA) was used to measure how effectively the children used their
affected upper extremity while performing functional bimanual activities. Just two
children showed significant improvements in AHA scores after the training period .
The feasibility study made by Qiu et al. (2009) provides evidence about the integration
of virtual reality (VR) with robot -assisted rehabilitation in children with hemiparetic CP.
Two children, a ten-year-old boy and a seven-year-old girl, both with spastic hemiplegia
trained with the New Jersey Institute of Technology Robot -Assisted Virtual
Rehabilitation (NJIT -RA VR) system for one hour, 3 days a week for three weeks. One
participant demonstrated improvements in overall performance on the functional aspects
of the Melbourne Assessment tool. The second participant showed improvements in
upper extremity active range of motion and in kinematics of reaching movements .
A more recent study made by Fluet et al., 2010, at New Jersey Institute of Technology is
suggesting the use of virtual reality in the form of virtual environment combined with an
admittance-controlled robotic system that provides haptically rendered obstacles and
spatial constraints such as floors and walls which allow for force and tactile feedback.
This system elicits more complex, three -dimensional movements of the shoulder, elbow
and forearm. The authors of the simulations focused on purposeful nature of activities
utilized. Participants control a moving car, hammer pegs, transport objects, blow up
moving targets etc. The study presented several activities aiming on different upper
extremity functions such as speed and accuracy of shoulder and elbow movements,
reaching toward a moving object, and quality of forearm supination/pronation. Nine
children with hemiplegia were using the NJIT -RA VR System for 1 hour, 3 days a week
for 3 weeks. This resulted in significant increases in active supination, which carried
over into improvements in an active range of motion. Motor performance and motor
control, measured using The Melbourne Assessment of Unilateral Upper Limb Function
62
Test, demonstrated statistically significant improvements. Grip and pinch strength
increased, measured by dynamometry .
Green & Wilson (2012) were evaluating the use of tabletop workspace designed to
improve upper-limb function. Four children aged 3 to 15 with hemiplegia participated in
VR-based training, 30-minute sessions each week, over a period of three to four weeks.
The task environment consists of a large horizontally-mounted LCD panel, a camera for
visual tracking, graspable objects (or tangible user interfaces, TUIs, with passive
marker, tracked by the stereocamera in 3D space). The child interacts with this system
by moving the objects (the TUIs – graspable object) over and on the LCD surface.
There were two main modes of user interaction: The first mode was goal -directed with
tasks of graded complexity (placing the graspable object on a target). The second mode
of user interaction was exploratory, using of abstract tools for individual composition
with sounds and visual feedback ("painting"). This study provides some support for use
of the RE-ACTION system in movement rehabilitation with children. Two children
made progress across the system variables with some translation to daily activities.
Results showed improvements in reaching and targeting, and grasp control (ability to
grasp and release a block) which translated into daily activities, such as being able to
open a door with hemiplegic hand, and increased independence and use of affected hand
in bimanual activities. However, without more detailed motion analysis, it is unclear to
which improvements in motor actions specifically. Performance of the other two
children was more variable, depending on their cognitive disability .
Figure 3: Tabletop Game (Re-Action System) (Green & Wilson, 2012)
63
Many children with CP may sustain dysfunctions in upper -extremity activities such as
reaching, grasping, and manipulation. Reaching in children with CP is jerkier, slower,
less forceful, and less straight, compared to children who are developing typically. Chen
et al. (2007) investigated the training effects of a VR intervention on reaching
behaviours in four children with spastic cerebral palsy (mean age was 6,3 years). The
participants trained for 4 weeks (2 hours per week) with two virtual reality systems. The
2-hour intervention time was divided into 45 minutes for the VR -based hand
rehabilitation training system and 75 minutes for the commercial VR system (Sony
EyeToy). The VR-based hand rehabilitation training system consisted of a sensor glove
and a 3-dimensional virtual environment with a corresponding hand displayed on the
screen. This VR system could provide both auditory and visual feedback to the children.
The commercial VR – system, called EyeToy, consisted of a camera tracking a whole-
-body movement. The authors picked games for EyeToy enhancing the goal -directed
reaching behaviour. Measurements used in this study were reaching kinematics
assessing mail-delivery activities in 3 directions, and a standardized fine motor
assessment tool in the form of Fine Motor Domain (grasping and visual -motor
integration) of the Peabody Developmental Motor Scales -Second Edition (PDMS -2).
The training objective was to improve the qualities of reaching behaviours: to move in
a faster, smoother, and straighter manner. The results demonstrated that 3 of the 4
children showed some improvement in the different kinematic parameters of reaching
performance during the VR intervention. The VR systems used in the study allowed the
children to practice reaching repeatedly in various directions and contexts, which
resulted in improved quality of their reaching. Improvements on the PDMS -2 occurred
in the visual-motor integration subtest. The items included in this subtest were activities
related to eye-hand coordination.
Handwriting is a demonstration of fine motor skills that requires delicate motor control
of small muscles of the fingers and accurate hand–eye coordination. One of the
uncommon selected studies made in 2010 by Choi & Lo in Hong Kong was
investigating the feasibility of force feedback as a guidance in computer -assisted
training environment for improving Chinese handwriting ability of children with CP.
Participants were two children at the age of 7 diagnosed with dystonia and dyskinesia,
who took part in a 2-week study, two times a week. The training system provided visual
64
and haptic cues during training session. Chinese handwriting is characteristic with
different kind of strokes, more similar to little sketches or drawings. The subjects were
able to reduce the writing time through
repeated practice. The study showed
promising results in decreased path
length, improvement in fine motor control
ability and handwriting accuracy. One
subject showed slight progress in
legibility, while both of them developed
a better sense of the proper ways of
handwriting.
Figure 4: The virtual hand rehabilitation system (Choi & Lo, 2010)
Jannink et al. (200 8) measured the effect of the EyeToy training method on the upper
limb function, as an additional measurement, next to the user satisfaction during the
game play. Ten children with spastic CP (7 children with tetraplegia, 2 children with
diplegia, 1 child with hemiplegia) in the mean age of 11 years and 9 months were
randomly assigned to the intervention. Half of these children were in the control group.
Functional outcome was measured using the Melbourne Assessment of Unilateral Upper
Limb Function. Within different EyeToy minigames selected, patients had to make gross
elbow and shoulder movements to“ touch” and manipulate the virtual objects on the
television screen. The study showed that the EyeToy has the potential to improve arm
function in children with CP. Of the five children in the intervention group, two children
improved considerably on the Melbourne Assessment score after following only 6
weeks of EyeToy training with moderate intensity .
Another study focused on the feasibility of EyeToy -Play and its use for improvement in
upper-extremity function was made in Canada by Li et al. (2009). The authors provide
evidence about home -usability of the system. All the participants (mean age of 8 years)
had hempilegic CP with varying fine motor skills. Supervised test sessions with five
participants found that the system elicited targeted movements of the hemiplegic upper
extremity, especially reaching activities. A further home-usability study with additional
five participants showed that the intervention was an enjoyable way to practise
65
hemiplegic arm movements at home. The participants were using the VRT -Home for 30
minutes per day for 10 days. As a result, the VRT-Home effectively provoked
movements of the proximal hemiplegic upper extremity, including shoulder abduction
and flexion, reach across midline, and elbow extension. Fewer targeted movements of
the wrist, fingers, and thumb were observed .
The usability of the Nintendo Wii system on upper extremity function was investigated
by Winkels et al. (2013) in the Netherlands. Fifteen children with hemiplegic cerebral
palsy (age range 6-12 years) participated in this study. During six weeks, all the children
trained twice a week with the Wii system, using their most affected arm. The results
showed no significant change in the quality of upper extremity movements, while
a significant increase of convenience in using hands/arms during performance of daily
activities.
A highly unique research was recently carried out by Rios et al. (2013). The authors
were examining the feasibility, specificity, and preliminary effectiveness of the
NeuroGame Therapy (NGT) for improving wrist control in four children (aged 8-13
years) with hemiplegic cerebral palsy. Children completed a mean of 8.8 hours of NGT
over 5–6 weeks. This novel approach uses surface electromyographic (sEMG) signals
routed through motivating computer games to improve motor control of upper
extremity. Augmented feedback was provided on appropriate selective muscle control.
The amount of muscle activity necessary to control the game was manipulated by
adjusting the amplifier gain of each muscle group in order to individualize treatment.
Functional outcomes were measured secondary as follows: changes in co -contraction,
range of motion, segmental alignment, and spontaneous upper extremity function
following intervention. The data during game play show that the participants improved
independent activation of their wrist flexors and extensors with an increase of the
maximum voluntary contraction of wrist extensors. The intervention led to substantial
increases in active wrist extension for 2 participants. The Shriner’s Hospital Upper
Extremity Evaluation (SHUEE) reflected improvements in alignment of the involved
upper extremity and spontaneous upper extremity use for three of the participants .
66
Figure 5: NGT interface (Rios et al., 2013)
The modified constraint -induced movement therapy (CIMT) uses massed repetitive
practice and immediate rewards and feedbacks as positive reinforcement of the impaired
upper extremity, and by negative experiences of the unaffected hand through
immobilization tries to improve developmental disregard in children. Effect of the
modified constraint -induced movement therapy in virtual environment on upper -limb
function in children with cerebral palsy was investigated by Rostami et al. (2012). VR is
capable to integrate the benefits of mass repetitive practice, motor imagery, and
imitation learning. Thirty -two participants with spastic hemiparetic CP (age range 6-11
years) received 18 hours training in 3 different groups (virtual reality, the modified
constraint-induced movement therapy, and a combination group). The fourth group was
a control group. Training sessions were 3 times per week (lasting 1.5 hours) for 4
weeks. The intervention within the combination group (VR + CIMT) programme began
with immobilization of the non -impaired hand one day before intervention to prevent
performing daily activities with the involved side. Practice period was performed in the
virtual environment similar to the VR group, but their unaffected hand was
immobilized. The results showed improvements in the combination therapy group for
the amount of limb use, quality of movement, and speed and dexterity of the affected
limb in comparison with children who received the VR, the modified CIMT, or
conventional movement therapies. The training effects were preserved after a 3-month
follow-up period.
One selected study by You et al. (2005) investigated cortical reorganization and
associated motor function of upper limb induced by the virtual reality therapy. The
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study is in the form of case report with an 8-year -old child with hemiparetic CP. The
outcomes were measured before and after the VR therapy using functional magnetic
resonance imaging (fMRI) and standardized motor tests. The IREX VR therapy system
used as an intervention tool consists of a television monitor, a video camera to capture
and track movement, cyber gloves, virtual objects, and a large screen. The intervention
was given for 60 minutes a day, five times a week for 4 weeks. The child had no
functional use of the affected hand before the VR therapy (according to the modified
Paediatric Motor Activity Log – PMAL test score). The modified PMAL showed that
the amount of use of the affected limb increased with improved quality of movement
during functional motor skills (i.e. holding a book or shirt, washing face, and carrying
an object). Fugl-Meyer assessment (FMA) showed improvement in active movement
control, reflex activity, and coordination in the upper extremity motor performance.
After the VR therapy, the Bruininks–Oseretsky Test of Motor Proficiency (BOTMP)
item score improved from 1 to 5. Before the intervention, the bilateral primary
sensorimotor cortices and ipsilateral supplementary motor area were predominantly
activated during affected elbow movement. After the VR therapy, the altered activations
disappeared and the contralateral sensorimotor cortex was activated. This neuroplastic
change was associated with functional motor skills including reaching, self -feeding, and
dressing. These findings suggest that the VR therapy could improve neuroplasticity by
facilitating the neural motor pathways that have never been utilized .
Manual activities typically require co -operation of both hands, which tend to be
specialized for different functions. Usually the non -dominant hand (NDH) holds the
object in a stable position while the dominant hand (DH) acts upon it. In other words,
the achievement of manual activities requires: a highly dexterous DH to perform both
fine and gross manipulations, and a strong and an adequately dexterous NDH to ensure
an adjustable stabilization of the objects. The therapist cannot assume that the reduction
in hand impairments will result in a corresponding higher manual ability, therefore it is
more important for the child to manage daily activities to be autonomous than to have“
normal” hand functions. A comprehensive intervention should always endeavour to
improve manual ability by training the child to perform the daily activities that are
limited. The therapist should teach the child to optimize the use of his or her existing
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hand functions in the management of meaningful activities ( Arnould et al., 2008 ). Since
reaching is involved in many activities of daily living, the focus of therapeutic treatment
for children with spastic CP is to improve control of their upper extremities by
practicing reaching movements ( Odle, 2009). The therapist should enable the child to
have an active role in finding adaptive strategies for the achievement of daily activities.
The success of adapted strategies will depend on the integrity of both the dominant hand
and the non-dominant hand, but also on children’s adaptability, motivation, emotional
control, cognitive skills, familial and social environment ( Arnould et al., 2008 ).
5.3 Balance
Tarakci et al. (2013) evaluated the efficacy of the Wii -based balance therapy on balance
functions. Fourteen children with cerebral palsy (7 diplegic type, 5 hemiplegic and 2
diskinetic) in the mean age of 12 years were included in this study. Exercises were
performed two times a week for 12 weeks. Outcome tests were one leg standing, the
functional reach test, the timed up and go test, and the 6-minute walking test. The
intervention resulted in statistically significant improvements of balance ability in all
outcome measures after 12 weeks.
Table 24: Outline of Wii-Fit exercise programme (Tarakci et al., 2013)
ParameterDescription
Ski SlalomSki Slalom elicits a lower limb balance strategy and improves loading of the lower
extremities.
Soccer
headingThis game improves movements of the trunk and extremities in a large spectrum of
balance perturbations that vary in both amplitude and location of the destabilizing
force.
Tilt TableTilt table elicits control over the whole body through dynamic balance training on a
virtual balance board.
Walking a
tightropeWalging on the tightrope improves dynamic balance and trunk control through right
and left transfer of body weight.
Unlike the above-mentioned research, another study from Sweden by Ramstrand &
Lygnegård (2012) showed non -significant improvements in balance after playing the
Nintendo Wii Fit. Eighteen children in the age bracket of 8-17 years with hemiplegic or
diplegic cerebral palsy were involved in this study. The children were tested after five
weeks of playing Wii Fit games (a minimum of 30 minutes a day, 5 days a week) and
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five weeks without any intervention. The aim was to evaluate the possibility of using
the Nintendo Wii balance board and Wii Fit software as an unsupervised home -based
balance-training tool. Effects on standing balance, reactive balance and lateral weight
shifting ability were specifically investigated. The study showed no significant
difference between testing after Wii Fit intervention and after weeks without any
intervention. On modified sensory organization test when standing on an unstable
surface with eyes open, a total of 6 falls were recorded before the intervention and 1 fall
was recorded after five weeks of exposure to Wii Fit. No falls were recorded after 5
weeks without exposure to Wii Fit. When standing on an unstable surface with eyes
closed, 26 falls were recorded before the intervention, 18 falls after 5 weeks of exposure
to Wii Fit, and 20 falls were recorded after five weeks without exposure to Wii fit. The
reactive balance test revealed no significant difference in onset latency of lower leg
muscles following perturbations in different direction. The rhythmic weight shift test
revealed that directional control did not significantly differ.
Jelsma et al. (2013) evaluated the effect of the Nintendo Wii Fit on balance control and
gross motor function of children cerebral palsy. Fourteen participants in the age range of
6-12 years with spastic hemiplegic cerebral palsy were playing interactive video game
(IVG) for 3 weeks instead of regular physiotherapy sessions. Outcome measures
included modified balance and running speed and agility scales of the Bruininks –
-Oserestky test of Motor Performance 2 (BOTMP -2) and the timed up and down stairs
(TUDS). The results showed that balances score improved significantly, whereas
changes in the running speed and agility scales and the TUDS were not significant .
Many individuals with bilateral cerebral palsy, who spend most of their time sitting,
experience difficulties maintaining their balance and carrying out postural adjustments
in response to triggered perturbations. Wade & Porter (2012) investigated whether
sitting ability could be improved through the use of computer games controlled by
leaning in one of four directions in a seated position (a sitting platform that can detect
changes in the distribution of pressure). Thirteen children (within the age range of 7 to
16 years) with bilateral CP participated in the study. Improvements were seen at some of
the postural components of the Chailey sitting ability scale, specifically spinal profile
and shoulder girdle position. This indicates that the participants were able to sit more
upright and with shoulders retracted, which should help to facilitate better upper limb
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function. Proximal sitting stability during reaching and the overall quality of reaching
were improved.
Figure 6: Schematic drawing of sitting platform ( Wade & Porter, 2012)
6 Selected Reviews
Snider and colleagues (2010 b) reviewed and analyzed 13 studies of VR training in CP.
A search of thirteen electronic databases identified all types of studies examining VR as
an intervention for children with CP. Studies were searched using the key words:
tetraplegi*, spastic*, quadriplegi*, quadrapare*, pes equinus*, monoplegi*, little*
disease, hypotoni*, hemiplegi*, hemipare*, dystoni*, diplegi*, dyskine*, choreoathe*,
atheto*, ataxi*, cerebral palsy, VR, virtual environment, computer* game* and
computer* simulation*. Only articles written in English or French were included and
individuals aged 18 and younger were considered. Articles focused predominantly on
individuals with stroke, traumatic brain injuries, physical disabilities or adults were
excluded. The outcomes investigated in this review were categorized into the following:
body functions (motor skills, quality of movements, visual -spatial skills); structures
71
(fMRI); activities and participation (self -care and leisure activity performance,
playfulness); personal factors (motivation, self -perception, self-efficacy). Thirteen
studies from 11 articles were retrieved for the final analysis. The authors found
conflicting but generally positive evidence that the VR therapy is effective in enhancing
body structures or functions when compared to traditional or no intervention. Of the
nine studies included in this review examining brain reorganization, motor skills or
visual-spatial outcomes, seven indicated positive results in this area. Duration of
treatment in the studies varied greatly, as well as the choice of outcome measures. All
studies had small sample sizes, and in the two experimental studies, inconsistency at
baseline between the intervention and control groups was not always considered. There
was no strong evidence for increasing activity and participation. Overall, the majority of
studies up to date (2010) were mostly observational or case reports with small sample
sizes.
Wang and Reid (201 0) reviewed the current status (up to date) and use of virtual reality
(VR) for children with specific neurodevelopmental disorders including cerebral palsy.
The authors formulated three major classes of human -computer interaction afforded by
the display devices of the different VR systems: (1) feedback -focused interaction, (2)
gesture-based interaction, and (3) haptic -based interaction. A literature search was
conducted using the following databases: Scholar’s Portal, Medline, Embase, AMED,
Cinahl, IEEE, Biosis, Scopus, and Web of Science. The inclusion criteria were as
follows: the publication year between 2000 and 2010 (up to date); the study using VR as
a treatment tool; the study focusing on remediating the primary deficits of ADHD,
autism or cerebral palsy; the study participants being children (aged 18 and under).
A total of 20 articles were identified, 13 for cerebral palsy. For the category involving
feedback-focused interaction, the authors have found integration of VR with other
devices, such as treadmill training in virtual scenario resulting in increased walking
speed; or combination of robotics and VR to lower -limb rehabilitation using the
Lokomat System through Robotic Assisted Gait Training (RAGT). In the study found,
the Lokomat System was used as a multidimensional feedback system during a virtual
game of soccer. Gesture -based systems have been used exclusively to address primary
deficits in children with cerebral palsy. Therefore, the results of searching turned out to
72
be abundant. The authors found studies about using the Interactive Rehabilitation and
Exercise System (IREX) to improve the upper -extremity functional deficits (4 studies).
One study found investigatedthe customized Hands -Up system similar to the IREX
programme which uses specialized tracking technology to capture the movements of
specific parts of the body based on attached markers. The feasibility studies of the
commercially available Sony Playstation 2 EyeToy were explored as well, resulting in 2
studies about their usefulness for upper -extremity rehabilitation. According to results,
the authors stated that not all entertainment games have the capacity to elicit specific
motor behaviours, because they were primarily designed for entertainment. The study
evaluating the Wii system to improve posture and lower -extremity difficulties was
found with reported improvements in postural control, functional mobility, and
increased travelled distance. The studies engaged in gesture -based systems on upper –
-extremity rehabilitation were relatively consistent in using standardized measures of
upper-limb function, such as the QUEST, BOTMP, and MAUULF. However, according
to the authors of the review, functional assessment should also be included. The haptic –
-based interaction systems within a virtual environment were the third category of the
review. One study describing the VR system designed specifically for hand
rehabilitation using sensor glove was found. Another study went further and developed
compatibility between the Playstation system and a customized sensor glove. The
authors also found one study evaluating the integration of force -controlled haptic
robotics within a virtual environment on improving the movements of the upper
extremities.
Overall, the studies provided preliminary support for all three systems mentioned above.
Nevertheless, stronger and large -scale comparison studies, with larger sample sizes,
should be a requisite to determine the effect of VR. The outcome measures chosen for
a study need to be consistent across studies, and a more holistic view should be
considered. New tests should be described in a way that other researchers can use them.
The studies included in this review focused mainly on the evaluation of discrete skills or
motor behaviours, rather than functional activities that affect a child’s quality of life.
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7 Discussion
This thesis analyzes the available literature on the application of virtual reality in the
form of gaming systems in children with cerebral palsy. Two databases (PubMed and
CINAHL) were compared, the results explored and further divided under the exclusion
and inclusion criteria. This resulted in 27 studies, including two reviews. Most of the
studies were pilot studies or case studies with a small number of probands included in
the research. The type of cerebral palsy involved in the studies was very variable, the
authors often reported inconsistent sample and thus different movement capabilities and
skills of disabled children. Most studies have examined the use of virtual system with
spastic type of CP with different severity of motor impairment. The total number of
participants in all studies was 257 ranging in age from 3 to 17 years.
The largest number of probands was included in a randomized-controlled trial
measuring upper limb function (Rostami et al., 2012). Virtual reality in this study was
used but only in the form of a virtual environment, and the actual intervention was the
Constraint-Induced Movement Therapy. The authors often examined the applicability of
gaming systems, such as Nintendo Wii, Sony EyeToy, Mandala GestureXtreme
technology or IREX system, that have not been developed primarily for therapeutic
purposes. The disadvantage or limitations of these applications is their relative rigidity,
which does not allow individual adjustment to the needs of the affected individual.
The output data were mostly measured using standardized motor tests or questionnaires,
which, although objectively evaluating the data, also reduce the assessment in the
context of the tests. The results of the individual studies are described in the previous
chapter, measurement methods in the table within the overview of selected articles.
During this discussion, I would like to consider the application of virtual reality systems
within the context of the motor learning and motor control theory, and also mention the
possibility of using these systems for the treatment of other diseases or functional
problems. The search was narrowed down to the application, particularly for
neurological problems, although during the search for relevant information I found
a number of studies examining the therapeutic use in other impairments.
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7.1 Motor Control Theory
From the motor control point of view, we can discuss the feasibility of virtual systems
from many standpoints. All of us are born with some skills and need only a little
maturation and experience to produce those skills in nearly complete form. The
performance of skills and the learning of skills characterize most of our lives as human
beings. Children with cerebral palsy, as well as other motor disabled individuals, have
different motor abilities and thus the capabilities of learning a new skill. Abilities are
stable and enduring traits that are genetically determined and that underlie a person's
skilled performance. Therefore, in disabled individuals this means their physiological
and functional capacity to meet the goal of the task. When applying virtual reality, it is
important to consider all those individual demands and individual differences to be able
to provide accurate treatment. When considering the potential use of the VR systems,
a therapist can use the notion of abilities to classify tasks according to the important
abilities underlying task performance, and then design learning experiences that allow
learners to capitalize on their stronger abilities and practice activities to compensate for
their weaker abilities. Only a few custom-made games were developed following the
actual physical state of disabled individual.
In the model of motor skill learning, the person begins to perform operations on
information when he or she first receives it (input), continues to process the input using
a variety of operations during several stages, and finally produces a response (output)
(Schmidt & Wrisberg, 2000). Input is usually represented by a stimulus that is presented
to the participant. The quality and quantity of stimulus is important in virtual reality
gaming systems and their application, because a child reacts in response to that. Sensory
information in the form of stimulus arises from several basic sources when playing the
game. The game systems created for entertaining purposes are usually based on
exteroceptive information, particularly vision. This can be provided via LTV screen
where the child can see his/her avatar moving within the virtual environment. Transfer
of movement is usually carried by the tracking video -camera technology (Sony EyeToy,
Mandala GestureXtreme Technology, IREX system, Wii System) or using a special
sensor glove or suit with sensors. The second major source of exteroceptive information
is audition, or hearing. In the virtual reality systems included in this review, this
modality is used as an additional source supporting the immersion. Nevertheless,
75
audition can be an important source of sensory information for children with visual
impairments.
More relevant for motor control is interoceptive information (proprioception), in virtual
applications not commonly used. Some of the systems developed are using the haptic –
-based technology in a combination with visual information. The limitation for these
systems is the requirement of additional equipment such as robotics, which is restricting
for degrees of freedom and usually does not involve the whole body movement.
Sensory information should be considered also in terms of providing feedback during
the learning experience. Summary feedback and average feedback (e.g., percentage
score at the end of the game) are effective ways of providing learners with an optimal
amount of information without creating feedback dependency. Feedback about features
of movement pattern (e.g. timing or sequencing) leads to changes in the fundamental
structure of the generalized motor programme (Schmidt & Wrisberg, 2000). All these
facts about feedback provision can be used within virtual reality applications to
stimulate the desired outcome .
After receiving an input, the decision -making is going through three information –
-processing stages. The first stage is stimulus identification. In the context of virtual
reality environment, the child must have a sufficient level of cognitive ability to analyze
the content of environmental information from a variety of sources listed above. Virtual
reality is used for therapeutic purposes, because it allows performing the activities and
movements that are impossible to be performed by a disabled child within the real
world. Therefore, even though the identified stimulus might be similar to object in
reality, the participant should be taught first about its characteristics in the context of
virtual world. The second stage of information processing is response selection. The
person must decide what, if any, the response should be. This stage depends on motor
learning, memory, motivation, and experience. Therefore, the VR systems using the
motivational tasks to stimulate the movement obtain more popularity among people
playing them. The last stage is response programming – the motor system is organized
for the production of the desired movement. These three stages of decision -making
result in output (movement in real world projected in the virtual environment).
Children with cerebral palsy often have problems with decision -making in terms of
reaction time (RT). This factor can be trained by increasing the number of stimulus –
76
-response alternatives or change of stimulus -response compatibility. Such a training
results in faster and more automatic responses in the motor system.
Virtual reality as a therapeutic tool can be used either separately or as a possible
supplement of the learning experience in the real world. The first decision concerning
its application should be a goal setting. Goals that are challenging, attainable, realistic,
and specific can have a beneficial effect on children’s performance. Learners should be
encouraged to set two specific types of goals. Performance goals are the goals that focus
on a person's self-improvement relative to his or her own past performance (e.g.,
increasing percentage score). Process goals are the goals that emphasize particular
aspects of skill execution (e.g., pumping the legs while running, keeping the head still
during a golf swing, etc.) (Schmidt & Wrisberg, 2000). This knowledge can be
transported in the application of virtual systems and their successful utilization. The
therapist should consider whether the produced movement (outcome) is useful in terms
of transfer of learning into the real world.
7.2 Application of V R Systems in Other Disabilities
Research into the use of VR for motor rehabilitation has primarily focused on its
application with adults who have sustained strokes or other neurological impairments
(Galvin & Levac, 2011b). Cameirao et al. (2010) described the design of the
rehabilitation gaming system called Spheroids using video -tracking system for arm
movements in stroke patients. Data gloves were used to detect finger movements. In the
following study (2012), evaluating the feasibility of different interfaces on upper
extremity functional recovery (vision -based tracking, haptics, and a passive
exoskeleton), they observed that the beneficial effects of VR -based training are
modulated by the specific sensorimotor information presented to the user, i.e., visual
feedback versus combined visual haptic feedback ( Cameirao et al., 2012 ).
Saposnik et al. (2010) evaluated the effectiveness of virtual reality using the Wii
Gaming Technology in stroke rehabilitation. Outcome measurements showed significant
improvements in overall motor performance and motor function, particularly upper –
-extremity function. Similarly, Mouawad (2011) investigated the Wii -based movement
therapy on upper extremity function in post -stroke patients. An intensive 2-week
77
programme resulted in significant and clinically relevant improvements in functional
motor ability of upper limb.
Rand et al. (2009) investigated the effectiveness of VMall, a virtual supermarket on
a video capture system as an intervention tool to treat the weak upper extremity of
people with stroke. Motor and functional ability of upper extremity increased according
to outcome measurement.
Turolla et al. (2013) examined the combination of conventional physiotherapy with
virtual reality intervention, including a computer workstation connected to a 3D motion-
-tracking system and LCD projector displaying the virtual scenarios on a large wall
screen, on patients after stroke. This system involved performing different kinds of
motor tasks with the patient holding a real manipulable object in his/her hands while
interacting with a virtual scenario. The improvement obtained in upper extremity
function with VR rehabilitation was significantly greater than that achieved with the
conventional therapy alone.
Hijmans et al. (2011) concluded improvements in upper -limb motor performance of
adults with chronic stroke with repetitive, game -assisted, self-supported bilateral
exercises. A movement-based game controller similar to the Nintendo Wii remote was
used for intervention, incorporated into a handlebar, making bilateral exercises possible
by allowing the unaffected side to support and assist the affected side.
Piron et al. (2009) investigated the use of telerehabilitation to treat motor deficits in
post-stroke patients. A virtual reality-based system was delivered via the Internet, which
provided motor tasks to the patients from a remote rehabilitation facility. This strategy
showed promising results and the authors were considering it in terms of early discharge
from hospital.
Another study tested the validity of virtual environment in stroke patients performing
the task similar to real environment. Nevertheless, results between real -world and
virtual-environment performance were not significantly different (Edmans et al., 20 06).
Kizony et al. (201 0) presented improvements in dual -task performance during
locomotion using virtual environment in patients with chronic post -stroke. The
participants were walking on treadmill while viewing a virtual grocery aisle projected
onto a screen placed in front of them.
Robotics systems are often combined with virtual environment, as shown in the study
78
by Merians et al. (2011) and Takahashi et al. (2008), who evaluated upper extremity
gaming simulations using adaptive robots in patients with hemiparetic stroke. The
results of the measurement demonstrated improved proximal stability, smoothness and
efficiency of the movement path.
One study by Neil et al. (2013) was comparing the Sony EyeToy and Nintendo Wii and
their implications for stroke rehabilitation with no significant differences found between
the usability of the consoles. EyeToy elicited significantly greater activity than Nintendo
Wii.
The retrieved studies were also investigating the effect of virtual reality on other
diseases. Balance training in older fallers using VR system was described by Duque e t
al. (2012). This training resulted in improvement in balance parameters and significant
reduction in falls. A custom-made system called Balance Rehabilitation Unit (BRU)
was used for intervention. BRU is a method that combines variable somatosensory,
visual and vestibular conditions, which are used to assess and train balance. The
assessment component of the BRU is posturograph y. Older fallers were the aim group
of randomized-controlled trial made by Mirelman et al. (2013), who investigated
intervention that combines treadmill training augmented by virtual reality. The results
showed reduced fall risk, improved mobility and enhanced cognitive function in
a diverse group of older adults. The same type of participants was the aim group in
a study by Rendon et al. (201 2), the intervention was the Nintendo Wii Fit balance
training and post -intervention measurement showed significant improvements in
dynamic balance. The Balance Rebahilitation Unit was used for patients with Menière’s
disease (Garcia et al., 2013), showing positive results. A system based on the Nintendo
Wii Balance Board, called eBaViR (easy Balance Virtual Rehabilitation), was used for
training balance in individuals with acquired brain injury. Patients using eBaViR had
a significant improvement in static balance compared to patients who underwent
traditional therapy. Regarding dynamic balance, the results showed significant
improvement as well (Gómez et al., 2011). Yen et al. (2011) in a randomized controlled
trial evaluated effects of virtual reality–augmented balance training using balance board
on postural control in people with Parkinson disease. However, no significant
differences in postural control were found in comparison with conventional balance
training. Nevertheless, the similar system was investigated in chronic stroke patients by
79
Cho et al. (2012) with significant improvements in the Berg Balance Score (dynamic
balance). Kizony et al. (2005) used the GestureXtreme technology for providing some
evidence about its usability in spinal cord injury (paraplegic patients). The results
showed the potential of using this system as an additional tool during the rehabilitation
for balance improvement. The effectiveness and satisfaction with a virtual reality-based
balance rehabilitation system (BioTrak) was investigated by Lloréns (2013) on patients
with acquired brain injury. The system is based on a tracking technology used in sitting
and standing position. The results showed a high degree of usability in terms of
presence, immersion and user -friendliness, as well as improvement in the Berg Balance
Scale.
Resnik et al. (2011) considered using a virtual reality environment to facilitate training
with advanced upper -limb prosthesis in patients with amputation. The authors suggested
future use of this technology and believe that the value of virtual environment training
for an upper-limb amputee is greater for those amputees who are obliged to master
a greater number of controls.
An unusual study by Schmitt et al. (2011) examined the effects of immersive virtual
reality as an adjunctive analgesic technique for hospitalized paediatric burn inpatients
undergoing painful physical therapy. The results suggest that immersive virtual reality is
useful for enhancing pain control during rehabilitation therapy in the paediatric burn
population. Last but not least, a djunctive treatment with virtual reality demonstrated
benefits, with better functional performance in patients undergoing cardiac surgery in
a study made by Cacau et al. (2013).
In contrast to adults, children sustain brain injuries at a time when they are learning
motor skills. Skills that have not yet been developed at the time of injury are at greater
risk of delay. Although there are similarities in mechanism of injury between children
and adults, the impact of age at injury and developmental stage means that rehabilitation
strategies should vary to meet the developmental needs of each child ( Galvin & Levac,
2011b). Research into motor assessment and interventions with adults does not
necessarily transfer directly to children; for example, children may require adaptations
of intervention in both content and intensity. Therefore, while the evidence for the use
of VR in the rehabilitation of adults is promising, it is important to specifically
investigate its use with children ( Galvin & Levac, 2011a).
80
8 Conclusion
This thesis offers a brief overview of the literature describing the use of virtual reality
for children with cerebral palsy. Since the technology and possibilities of virtual
intervention are relatively unknown in the Czech Republic, all the studies included in
this work are foreign, although I have found some attempts to analyze the selected
gaming systems within the context of student's essays. None of them, however, has
made any analysis and selection of the current available literature. A laboratory
investigating 3D virtual reality for rehabilitation of patients with balance disorders has
been established in cooperation with the First Medical Faculty (of the Charles
University) and the Czech Technical University. Stabilometric platform (Nintendo Wii
Fit Balance Board) and 3D projection using special glasses is a domain of this centre.
Relevant research of its use has not yet been published. Information found on the
website of the Technical University describes the quantification of the evaluation
process of the project of rehabilitation of patients with balance disorders, which has
been currently under way.
There might be several ways of explanation of the lack of use of this technology in the
Czech environment. Physiotherapy at the Czech universities is more focused on the
neurophysiological findings and their application in therapy. These methods can be
easily applied with positive results, and do not require special equipment for their
application.
Unfortunately, financial reasons may be singled out as another possible explanation for
not using these technologies in rehabilitation care in our country. Healthcare has long
been struggling with underfunding and although new technologies are widely used
abroad, their implementation is expensive and probably would require additional
sources of health-care financing.
While considering any future application, it would be necessary to promote in our
country awareness of yet another aspect in terms of motor control and motor learning.
Application of virtual reality lies on the borderline between physiotherapy and
occupational therapy. And, seen in this light, greater cooperation of the occupational
therapist and the physiotherapist is another vital prerequisite for outlining treatment plan
and successful achievement of therapeutic goals when using virtual applications.
Writing this thesis has enriched my knowledge and brought an impetus for the possible
81
future development of this subject in my further education or career. It was interesting
to explore other parameters and deal with topics closely related to the overall function
rather than individual movement components. If we cannot change the structure and the
resulting disability, we should start with a task-oriented approach and change the
external conditions to achieve the goal by influencing environmental constraints and
task constraints. In children with cerebral palsy, virtual reality can be an ideal tool and
a precursor before training in a real environment because it allows for easily changing
the environment and the task within one system.
82
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