The aims of the present pilot study were two: a) to investigate if learning and exercise in a virtual reality (VR) environment was motivating and emotionally positive for subjects with Rett Syndrome (RTT), and b) to examine if the speed of motor reaction was higher in a virtual or concrete environment. To achieve these aims, specific VR environments were developed to stimulate motor skills. Seven subjects with RTT were tested in three experimental conditions. In the concrete condition, real stimuli were placed on the table and the participants were invited to reach the stimulus. In the 2D and 3D conditions, a computer was placed on the table, and, through the developed software, stimuli were shown in 2D and 3D environments. The virtual system was able to recognize the reaching movements of participants. Thus, the object shown in the virtual environment moved towards the participant when the participant tried to grasp it. Results indicated that in the virtual environment the participants were more motivated and emotionally more involved in the proposed exercises. The motor speed was lower in concrete and 2D conditions than 3D conditions. This pilot study shows preliminary evidence on the usability of VR for RTT in improving learning, motivation and motricity.

The use of virtual reality in Rett Syndrome rehabilitation to improve the learning motivation and upper limb motricity: A pilot study

Rosa A. Fabio;Andrea Nucita;Giancarlo Iannizzotto;
2023-01-01

Abstract

The aims of the present pilot study were two: a) to investigate if learning and exercise in a virtual reality (VR) environment was motivating and emotionally positive for subjects with Rett Syndrome (RTT), and b) to examine if the speed of motor reaction was higher in a virtual or concrete environment. To achieve these aims, specific VR environments were developed to stimulate motor skills. Seven subjects with RTT were tested in three experimental conditions. In the concrete condition, real stimuli were placed on the table and the participants were invited to reach the stimulus. In the 2D and 3D conditions, a computer was placed on the table, and, through the developed software, stimuli were shown in 2D and 3D environments. The virtual system was able to recognize the reaching movements of participants. Thus, the object shown in the virtual environment moved towards the participant when the participant tried to grasp it. Results indicated that in the virtual environment the participants were more motivated and emotionally more involved in the proposed exercises. The motor speed was lower in concrete and 2D conditions than 3D conditions. This pilot study shows preliminary evidence on the usability of VR for RTT in improving learning, motivation and motricity.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11570/3286131
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