Evidence map›Paper›PMID 39241226›Full record

ArticleJMIR formative research2024

Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study.

James E Gehringer, Anne Woodruff Jameson, Hailey Boyer, Jennifer Konieczny, Ryan Thomas, James Pierce Iii, Andrea B Cunha, Sandra Willett

Abstract readCase Reports
In one paragraph

Article in JMIR formative research, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

8 authors.

James E GehringerVirtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0000-0003-3457-2288
Anne Woodruff JamesonDepartment of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0000-0003-4611-679X
Hailey BoyerDepartment of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0009-0005-6270-1608
Jennifer KoniecznyDepartment of Occupational Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0009-0008-6638-6854
Ryan ThomasVirtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0009-0006-9665-0949
James Pierce IiiVirtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0000-0001-5971-126X
Andrea B CunhaDepartment of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0000-0003-0473-5402
Sandra WillettDepartment of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.ORCID 0000-0003-2760-4237

Funding

Tracking and Evaluation CoreU54GM115458 · NIGMS · UNIVERSITY OF NEBRASKA MEDICAL CENTER · PI ZHANG, YING · 2016 to 2025
$42.8M
NIGMS NIH HHS U54 GM115458
6 · The paper itself

Abstract

This single-participant case study examines the feasibility of using custom virtual reality (VR) gaming software in the home environment for low-dose Hand Arm Bimanual Intensive Training (HABIT). A 10-year-old with right unilateral cerebral palsy participated in this trial. Fine and gross motor skills as well as personal goals for motor outcomes were assessed before and after the intervention using the Box and Blocks Test, Nine-Hole Peg Test, and Canadian Occupational Performance Measure. Movement intensities collected via the VR hardware accelerometers, VR game scores, and task accuracy were recorded via the HABIT-VR software as indices of motor performance. The child and family were instructed to use the HABIT-VR games twice daily for 30 minutes over a 14-day period and asked to record when they used the system. The child used the system and completed the 14-hour, low-dose HABIT-VR intervention across 22 days. There was no change in Box and Blocks Test and Nine-Hole Peg Test scores before and after the intervention. Canadian Occupational Performance Measure scores increased but did not reach the clinically relevant threshold, due to high scores at baseline. Changes in motor task intensities during the use of VR and mastery of the VR bimanual tasks suggested improved motor efficiency. This case study provides preliminary evidence that HABIT-VR is useful for promoting adherence to HABIT activities and for the maintenance of upper extremity motor skills in the home setting.

Indexed as

Cerebral PalsyFeasibility StudiesVirtual RealityArmChildFemaleHandHumansMaleMotor SkillsVideo Gamesarmarmscase studycerebral palsychildchildrenfeasibilitygamegamesgamingHABIThandhand arm bimanual intensive traininghandshome-basedhome interventionhome settingintensive traininginterventioninterventionsmalemalesmenmotormovementparentparentsquasi-experimentalrehabilitationvirtual realityVR

Identifiers

PMID39241226
PMCPMC11415726

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.