Analysis of a Virtual Reality Task in Patients With Duchenne Muscular Dystrophy
- Conditions
- Duchenne Muscular Dystrophy
- Interventions
- Device: Acquisition on TouchScreenDevice: Acquisition on LeapMotionDevice: Acquisition on Kinect
- Registration Number
- NCT02891434
- Lead Sponsor
- University of Sao Paulo
- Brief Summary
The task consists in reach as much bubbles as they can, the bubbles appear on the screen of the computer and should be reached in 10 seconds. To accomplish that, three different devices will be used: (1) Kinect for Windows Microsoft - which consists of a sensor that captures body movements (including upper limbs). And (2) the Leap Motion (LMCH, Leap Motion, Inc., San Francisco, CA, USA), and (3) Touch Screen. To describe motor impairments was used the Motor Function Measure Scale; Scale Vignos and Scale Egen Klassifikation;
- Detailed Description
To evaluate the performance of interaction devices was used a computer game proposed by the Department of Information Systems, University of São Paulo. Chosen due to its low cognitive demands, ease and adaptability for use in people with DMD. The program, offers a task designed to measure various neuropsychological aspects of planning, execution, spatial organization, which involves the operation of the intention to move to achieve a virtual object and the planning of this action.
Considering different interfaces, opted for three interfaces. Two of theme without physical contact, represented by (1) Kinect for Windows Microsoft - which consists of a sensor that captures body movements (including upper limbs). And (2) the Leap Motion (LMCH, Leap Motion, Inc., San Francisco, CA, USA) - virtual interface by means of a sensor, in which there is also no need to touch or physical contact , but its catchment area is focused only on hands and fingers. In addition, an interface that required physical contact -Touch Screen - a sensitive monitor to touch the computer screen itself. The use of interfaces with and without physical contact are interesting to identify the functionality of the devices.
Therefore, the game presented 126 bubbles arranged in rows and columns . The goal was that the participant could achieve (changing color) the largest number of bubbles during 10 seconds, thereby defining a range zone for the specified time.
After defining the scope zone, the therapist established a red target bubble, which was chosen in the center of bottom of range line. The participant should play this target bubble using one of the devices, Touch Screen, Kinect and Leap Motion. After touch of target bubble, the game had another red bubble in a random position, within range of area. After reaching the random bubble, the bubble target was displayed again, and so on. The game features red bubbles within the range area, and sometimes out of range, thus creating a higher degree of difficulty and to encourage participants to challenge their limits.
The Participants were divided into groups which performed the tasks with different interaction devices, more virtual feature (not touch the computer using Kinect or leap motion) or real (to touch the computer screen).
Recruitment & Eligibility
- Status
- COMPLETED
- Sex
- Male
- Target Recruitment
- 120
- diagnosis of DMD.
- presence disorders in cognitive function that would prevent comprehension of the experimental instruction.
Study & Design
- Study Type
- INTERVENTIONAL
- Study Design
- PARALLEL
- Arm && Interventions
Group Intervention Description Acquisition on TouchScreen Acquisition on TouchScreen Subjects practice the task and retention TouchScreen, transfer 1 on LeapMotion and transfer 2 on Kinect Acquisition on LeapMotion Control Group Acquisition on LeapMotion Subjects practice the task and retention LeapMotion, transfer 1 on TouchScreen and transfer 2 on Kinect. Acquisition on Kinect Acquisition on Kinect Subjects practice the task and retention Kinect, transfer 1 on TouchScreen and transfer 2 on LeapMotion. Acquisition on LeapMotion Acquisition on LeapMotion Subjects practice the task and retention LeapMotion, transfer 1 on TouchScreen and transfer 2 on Kinect. Acquisition on TouchScreen Control Group Acquisition on TouchScreen Subjects practice the task and retention TouchScreen, transfer 1 on LeapMotion and transfer 2 on Kinect Acquisition on Kinect Control Group Acquisition on Kinect Subjects practice the task and retention Kinect, transfer 1 on TouchScreen and transfer 2 on LeapMotion.
- Primary Outcome Measures
Name Time Method Motor performance improvement in a virtual Timing Coincident task, with better performance on the LeapMotion compared to TouchScreen and Kinect. 3 months Analysis of the motor performance using a virtual Coincident timing task in different devices to compare wether a task with or without contact promote better performance for people with Duchenne Muscular Dystrophy
- Secondary Outcome Measures
Name Time Method
Trial Locations
- Locations (1)
Escola de Artes,Ciencias e Humanidades da Universidade d Sao Paulo
🇧🇷Sao Paulo, SP, Brazil