Development of virtual reality system for upper limb training with electromyogram biofeedback and motor imagery
Project/Area Number |
26750226
|
Research Category |
Grant-in-Aid for Young Scientists (B)
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Allocation Type | Multi-year Fund |
Research Field |
Rehabilitation science/Welfare engineering
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Research Institution | Saitama Prefectural University |
Principal Investigator |
SUZUKI Takako 埼玉県立大学, 保健医療福祉学部, 助教 (60549343)
|
Co-Investigator(Renkei-kenkyūsha) |
HAMAGUCHI Toyohiro 埼玉県立大学, 保健医療福祉学部, 教授 (80296186)
|
Research Collaborator |
SUZUKI Makoto 東京家政大学, 健康科学部, 教授 (80554302)
USUKI Kengo 北里大学, メディカルセンター, 作業療法士
|
Project Period (FY) |
2014-04-01 – 2018-03-31
|
Project Status |
Completed (Fiscal Year 2017)
|
Budget Amount *help |
¥3,770,000 (Direct Cost: ¥2,900,000、Indirect Cost: ¥870,000)
Fiscal Year 2016: ¥390,000 (Direct Cost: ¥300,000、Indirect Cost: ¥90,000)
Fiscal Year 2015: ¥1,170,000 (Direct Cost: ¥900,000、Indirect Cost: ¥270,000)
Fiscal Year 2014: ¥2,210,000 (Direct Cost: ¥1,700,000、Indirect Cost: ¥510,000)
|
Keywords | 運動学習 / 運動イメージ / 運動観察 |
Outline of Final Research Achievements |
Self-estimated and actual range of motions (ROMs) have been identified as an important risk factor for an inability to perform upper extremity functional tasks in patients with wrist fractures. The purpose of this study was to develop the virtual reality (VR) training system which facilitates the motor imagery for fractured hand, to investigate facilitation of corticospinal excitability during the VR training, and to identify the time course of changes in self-estimated and actual ROMs and upper extremity functions associated with the VR training. The results of this study implied that corticospinal excitability was increased during VR training, that the self-estimated and actual ROMs and upper extremity functions changed over the course of training period and reached a plateau that fitted an exponential function, and that the improvement of self-estimated ROM occurred earlier than actual ROM and upper extremity functions during VR training.
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Report
(5 results)
Research Products
(2 results)