Movement analysis of upper limbs during motor task in down syndrome immediately after TDCS combined with non-immersive virtual reality

2021 ◽  
Vol 90 ◽  
pp. 137-138
Author(s):  
J.B.P. Lopes ◽  
L.C. Barbosa ◽  
R.B. Parreira ◽  
N.D.A.C. Duarte ◽  
T.D. Silva ◽  
...  
2021 ◽  
Vol 5 (1) ◽  
pp. 1-2
Author(s):  
Miguel Melo

Virtual Reality technologies are evolving at a fast pace. It is important to establish if these novel solutions met the goals they were developed for (i. e., to evaluate if they are effective). These technological-based products, whether based on a conventional PC setup or an immersive virtual reality setup, predominantly rely on the stimulation of the sight. With this, the eye movement analysis appears as an important metric to evaluate technological environments. Through eye movement analysis can establish how persons collect information and what influences their actions and decisions and determine certain preferences or behaviours.


2021 ◽  
Author(s):  
JAMILE LOPES ◽  
Isabela Marques Miziara ◽  
Danial Kahani ◽  
Rodolfo Borges Parreira ◽  
Roberta Delasta Lazzari ◽  
...  

Abstract Background: Children with Down Syndrome have poorer functional and sensory skills compared to children with typical development. Virtual reality training could help improve these skills. Moreover, transcranial direct current stimulation has achieved promising results in terms of enhancing the effects of physical and sensory therapy by modulating cortical excitability. Methods/design The sample will be defined after conducting a pilot study with the same methodology as that to be used in the main study. The study will involve individuals with Down Syndrome with a cognitive age of six to 12 years according to the Wechsler Abbreviated Intelligence Scale. Will be randomly allocated into two groups: Group 1 AtDCS combined with a virtual reality game and a manual motor task. Group 2 sham AtDCS with a virtual reality game and a manual motor task. The training protocol will involve 10 sessions of AtDCS during memory and motor task games. Three 20-minute sessions will be held per week for a total of 10 sessions. Evaluations will be performed on three different occasions: pre-intervention, post-intervention (after session 10) and follow-up (one month after the proposed training). The evaluations will consist of an analysis of electroencephalographic signals, electromyographic signals of the biceps and triceps brachii and the three-dimensional reconstruction of the reaching movement. The results will be analyzed statistically, with the significance level set at 5% (p ≤ 0.05). Discussion: The optimization of the results obtained is believed to be related to interactive training with a wide range of activities and scenarios involving multiple sensory channels and the creation of exercises, the intensity of which can be adjusted to the needs of individuals. Therefore, the proposed study aims to complement the literature with further information and different variables to provide the scientific community with clinical data on this combination of interventions. Trial Registration: REBEC protocol number RBR-43pk59 registered on 2019/03/27 and Human Ethics Committee number 3.608.521 approved on 2019/09/30.


BMC Neurology ◽  
2017 ◽  
Vol 17 (1) ◽  
Author(s):  
Carlos Bandeira de Mello Monteiro ◽  
Talita Dias da Silva ◽  
Luiz Carlos de Abreu ◽  
Felipe Fregni ◽  
Luciano Vieira de Araujo ◽  
...  

2021 ◽  
Vol 15 ◽  
Author(s):  
Ingrid A. Odermatt ◽  
Karin A. Buetler ◽  
Nicolas Wenk ◽  
Özhan Özen ◽  
Joaquin Penalver-Andres ◽  
...  

In immersive virtual reality, the own body is often visually represented by an avatar. This may induce a feeling of body ownership over the virtual limbs. Importantly, body ownership and the motor system share neural correlates. Yet, evidence on the functionality of this neuroanatomical coupling is still inconclusive. Findings from previous studies may be confounded by the congruent vs. incongruent multisensory stimulation used to modulate body ownership. This study aimed to investigate the effect of body ownership and congruency of information on motor performance in immersive virtual reality. We aimed to modulate body ownership by providing congruent vs. incongruent visuo-tactile stimulation (i.e., participants felt a brush stroking their real fingers while seeing a virtual brush stroking the same vs. different virtual fingers). To control for congruency effects, unimodal stimulation conditions (i.e., only visual or tactile) with hypothesized low body ownership were included. Fifty healthy participants performed a decision-making (pressing a button as fast as possible) and a motor task (following a defined path). Body ownership was assessed subjectively with established questionnaires and objectively with galvanic skin response (GSR) when exposed to a virtual threat. Our results suggest that congruency of information may decrease reaction times and completion time of motor tasks in immersive virtual reality. Moreover, subjective body ownership is associated with faster reaction times, whereas its benefit on motor task performance needs further investigation. Therefore, it might be beneficial to provide congruent information in immersive virtual environments, especially during the training of motor tasks, e.g., in neurorehabilitation interventions.


Author(s):  
Mateus Michelin Jurioli ◽  
Alexandre Fonseca Brandao ◽  
Bárbara Cristina Silva Guedes Martins ◽  
Eduardo do Valle Simões ◽  
Cláudeo Fabino Motta Toledo

Sign in / Sign up

Export Citation Format

Share Document