OT W-ish: February 2018

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Saturday 17 February 2018

A post by OT Potential on Virtual Reality in OT


P.S:Refer to OT Potential
https://otpotential.com/blog/?author=594aa59f86e6c0d5c8695bec


I think we can safely assume that we are only beginning to see the potential that VR has for transforming occupational therapy (as well as physical therapy and speech therapy.)
There are whole societies that OTs can join, focused on the use of virtual reality (VR) in rehabilitation (like the International Society of Virtual Rehabilitation).  New VR technologies and applications seem to be emerging almost daily.
Whether you are interested in incorporating virtual reality into your therapy practice, are a self-proclaimed "techie" or are just interested in glimpsing the future, this article is for you.
 The post features:
  • What the research says about VR and OT
  • Therapy focused VR that is currently on the market
  • Discussion of product development and VR research that is in the works 

Technology as Occupation: Why VR?

Technology is not only a means for occupation, including how we work and relate to each other, but is also the target of our occupation now more than ever before.  As a human race, technology consumes a great deal of our occupational behavior.  Why?  We are engaged, connected and rewarded through technology.
A number of studies over decade and a half have revealed that game playing triggers dopamine release in the brain, a finding that makes sense, given the instrumental role that dopamine plays in how the brain handles both reward and exploration.  Virtual reality (VR) activities rooted in games or ADL tasks with a distinct aim, reinforce voluntary repetition, which is a key ingredient for motor recovery based prin

 

What the Research Says About VR and Therapy

The literature shows that engagement in graded, appropriately dosed and task-oriented practice are contributors to upper limb improvement and cortical reorganization (Timmermans et al, 2010).
In traditional occupational therapy sessions focused on upper limb improvement post-stroke, research shows that only 23 to 32 repetitions are completed in a standard session (Kimberly et al, 2010).  This is far fewer than is necessary for motor improvement.  In addition, during sub-acute stroke rehab, an average of 4 minutes are spent on task-specific upper limb training in a typical session (Hayward & Brauer, 2015).  In comparison, virtual reality interventions can yield an average of 200-300 functional movements per one hour session (Adams et al, 2015).
A randomized controlled trial using the Neofect Smart Glove compared to a control group of “standard occupational therapy” along with use of the VR tool, demonstrated improvement for both the proximal and distal upper extremity on the Fugl-Meyer.  The device is primarily focused on forearm, wrist and hand motion, yet prompted shoulder and upper arm improvement as well as hand, wrist and forearm (Shin et al, 2016).
This speaks to the engagement in upper extremity task-oriented practice as counteracting the “learned non-use” that many stroke survivors experience.  All participants received a 4-week face to face intervention program that included use of the Smart Glove along with traditional occupational therapy (OT) interventions or traditional OT only.  The dosage of therapy or this study was daily intervention for 30 minutes, five days per week for a total of 20 sessions.  Patients using the Smart Glove also demonstrated improvement in health related quality of life utilizing the Stroke Impact Scale compared to those that did not use the VR intervention (Shin et al, 2016).
Saposnik and Levin (2011), in a review of twelve VR approaches, reported that eleven of the twelve virtual systems showed significant benefit in the selected outcome measure.  In an assessment of the use of virtual environments for stroke rehab, Holden (2005) noted that improvement in motor function appears to translate to real life tasks.  A comparative investigation of an intervention in a real-life environment versus in a virtual environment, yielded nearly equivalent improvements in motor function (Subramanian et al, 2013).

What VR is Currently Available for OTs?

Neofect

Rapael Smart Glove and Smart Kids (Pediatric Version)
 
Description: Smart Glove is a lightweight, silicone exo-glove that interacts with tablet using bluetooth technology.  SG has an assessment mode to track changes in AROM and PROM as well as coordination and timing.  Employs artificial intelligence to change parameters of activities for “just right challenge”.  Even with a small amount of activation, a patient can be successful with the device.
Tasks Involved: Challenges wrist, digit and forearm motion.  Includes activities such as, catching balls or butterflies, squeezing oranges, fishing, cooking, cleaning the floor, pouring wine, painting fences, and turning pages along with other more novel and complex games.  There are also games that target visual and cognitive processes.
Minimal Motion Required: Minimal activation of the forearm (supination/pronation) and wrist (flexion/extension) or digits is needed for best success.  The device does not provide active assistive motion.
Research Support: Randomized controlled trial demonstrates improvement of distal and proximal items on Fugl-Meyer and Jebsen-Taylor as well as quality of life on the Stroke Impact Scale.

Flint Rehabilitation

MusicGlove 


Description: Music Glove is a glove with finger sensors to work on timing of finger motion and fine motor control.
Tasks Involved: Opposition of digits to thumb coordinated to music to improve coordination and timing.  Interface looks like “guitar hero”, encourages the patient to make contact to the beat.
Minimal Motion Required: Lateral pinch is required for successful participation.
Research Support: Music Glove users demonstrated Improvement in box and blocks scores over controls.


 FitMi













Description: FitMi consists of “pucks” that interact with therapeutic exercise apps on Flint Tablet, PC or Mac.  The apps are designed to target hand, arm, trunk and leg impairment.
Tasks: RehabStudio regimens can be created from a library of 40 classic exercises.  Real-time visual, auditory and repetition feedback is provided and tracked.
Minimal Motion Required: Puck can either be handheld or on a tabletop for targeted reaching to full UE ROM.
Research Support: New product, limited published research support at this time.

Saebo

SaeboVR


 
Description: SaeboVR is a virtual ADL (activities of daily living) rehabilitation system. The proprietary platform was specifically designed to engage the client in both physical and cognitive challenges involving daily functional activities.
Tasks: SaeboVR‘s ADL-focused virtual world provides clients with real-life challenges. Users will incorporate their impaired upper limb to perform simulated self-care tasks that involve picking up, transferring and manipulating virtual objects.
Minimal Motion Required: The program detects movement but does not assist with mobility.  A mobile arm support or other assistive device can be used for UE support.
Research Support: Patients engaged in the Saebo VR therapy demonstrated improvement on Fugl-Meyer measures with an average of close to 200 motions per session.




Virtual reality technology is quickly evolving.  Here is a short list of accessible Virtual Reality devices that can be used in your practice:



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The Future of VR and Rehab

Scott Kim, CEO of Neofect, the makers of the Rapael Smart Glove and Smart Kids, has seen patients engage with the device unlike other previous rehabilitation options. He is seeing therapists also find growing value in its use as a rehabilitation tool.  “The more efficient the therapists are, the more they can do their work to best reach the patients.  There is so much more to be learned, discovered, and taught as it relates to neuro-rehabilitation.  The more tools that we can get into the hands of therapists focusing on neurological conditions, the more opportunities for us as a company to learn from them and their experience (S. Kim, personal communication, Nov 13, 2016).”  Neofect has a couple of other developments on the horizon including a Smart Board to encourage shoulder and other upper extremity functions in a virtual reality environment as well as a Smart Pegboard with visual and cognitive components for a multi-sensory rehab experience. The Smart Board launched in June of 2017 and the Smart Pegboard is slated to be released in September of this year.
Upper extremity rehabilitation is often delayed in the acute phase of rehab due to the need for medical stabilization and other priorities.  How might VR change the timing of intensive UE rehabilitation post-stroke? Mind Maze, a company headquartered both in Silicon Valley and Lausanne, Switzerland is attempting to answer that question.  Primary clinical results suggest that their technology, which consists of a motion sensing camera and an avatar of the patient on a screen, can increase the number of repetitions of UE movement by 60% in 10 sessions, improving patient efficiency early in the rehabilitation process (Chevalley et al., 2015).  The company’s main product, currently commercially available in European markets, is the Mind Motion pro  Its main goal is to provide patients with an immersive experience early on in their rehabilitation to capitalize on early upper extremity training.  The device can be wheeled up to the patient’s bedside and lets the patient begin to train using mirror preparation with the unaffected limb right away post-stroke.  This helps to minimize downtime in the acute care and inpatient rehabilitation units.  Patients have been shown to be able to participate as early as 4 days post stroke for an average of 20 minute sessions to start upper limb training early on in the rehab process (Kinzner et al, 2015).
Dr. Karen Kerman, Chief Medical Officer of MindMaze, is encouraged by the reception of virtual reality devices in the medical community.  “The goal of virtual reality and of the Mind Motion Pro, for example, is not to replace the therapist with technology but to provide motivation to the patient and free the patient up a bit as they are tasked to do more within a rehabilitation environment (K. Kerman, personal communication, Dec 17, 2016).”  MindMaze aims to create products throughout the continuum of care as well, training a patient on a device in an outpatient setting that they would have access to at home.  The Mind Motion Go, not yet commercially available in the US, is a portable tabletop unit where the patient plays a series of games to address the wrist, arm, and shoulder using a virtual environment.  While the device doesn’t eliminate compensatory movement, it gives real time feedback, an important hallmark in task-oriented practice.
Beta testing is currently occurring in the US and Europe to get therapist feedback on the device and clinical trials.  MindMaze is seeking to receive feedback from therapists that are technologically savvy as well as those that may not be as comfortable with technology. In doing so, MindMaze hopes to close the gap that some patients experience in regards to an OT’s comfort level with technology driving whether or not they choose to engage a patient with such devices.
“There is a great future in the area of virtual reality and neuro-rehabilitation.  There are patients that have grown up with technology, they interact socially using technology, and they use it to do their work.  We hope that MindMaze technology can allow stroke patients to have a social network to work with and engage in game play.  The technology provides a social connection during this sometimes disconnected experience.  Clinically, We want to increase the number of repetitions and compliance in an enjoyable gaming experience and we hope that this is a gateway to better functional performance for patients,” Dr. Kerman notes.  “If we can motivate and engage patients with games, we hope patients will work harder and feel less isolated overtime.  Our hope is not only to improve the number of rehab sessions, but to customize it overtime so that patients can reach their maximum potential (K. Kerman, personal communication, Dec 17, 2016).” 

https://otpotential.com/blog/virtual-reality-and-occupational-therapy

Sunday 4 February 2018

Adding colors to life

4th February marks a stand as it salutes to the millions of brave hearts fighting a battle with the most dreaded disease.Its world cancer day which deserves to acknowledge the spirit of the survivors,their families and those living with it.
Life is indeed an art ,a canvas we all paint with our experiences ,our attitude and our will to be ourselves.
In conquering our ways we often come across certain lows that hold us back but a few special ones struggle with their health.This not only affects the individual but everyone who is associated to him.I can't put in words to describe the turmoil it brings in life because for once even i have lived such moments and that's exactly why i have deeper understanding of this feel.Being both on doctor's and patients side i have learned life very closely at a very young age and have framed my set of lessons and indeed where there is will there is a way!

Today i am putting up about a very inspiring soul who would have never thought that his smooth career would change its course.Amidst achieving his dreams and setting new ones came the year 2016 when he got diagnosed with medulloblastoma,a type of brain tumour which changed his life perception.A marathon of hospital run ,from surgery to radiation left him not only with certain physical limitations that were seen but also an unseen ones.
This man could have lived questioning  his luck but he carved and built another way to heal himself.He found light in darkness when simple activity like making a straight line seemed challenging he started joining  dots which ultimately forms a line of happiness.
Making n number of dot paintings as medium of his liberation he decided to spread its power.
Hailing from Hyderabad, Mr Anand Reddy contacted a few organizations working with cancer of which the Assistant director of Cancer Survivorship, Indian Cancer Society Mumbai, Dr Vandana ,proactively agreed to his will of conducting an art workshop for brain tumor patients and survivors and i was fortunate to be part of it.So here is glimpse of...


Healing with dots, the Art Workshop was conducted by Mr Anand Reddy supported by Indian Cancer Society.Around 20 participants across different ages along with their caregiver seemed to be enthusiast on a saturday morning of what was coming up next.
An informal introduction was followed by inauguration by Dr Tejpal Gupta, Dr kurkoore and Mrs Savita Goswami.
An amazing display of art work was seen in the presentation of Mr Anand after which a creative blend amongst participants was restored.
Below is the images and what they have to say through my thoughts and of course a note to ponder
.

Event inauguration with motivating speeches of the chief guests and the Assistant Diector of Cancer Survivorship,
Indian Cancer Society.

Only, 
You know your strength & might!
 And,
Doctor's guide but survivors fight!



 Highlights of the events and the activity: 





Once stood in the queue one behind the other are now sharing a space together.

Rehabilitation indeed connects people their hearts and thoughts,their worries and smile.It gives a hope there is a life!








My favorite Smile!
The guy on left who has understood life at a very young age and was prompt in responding to all the positive vibes.
And the guy on right is excited to go back to his state and resume his studies and routine.







Family is always the back!
Be it running for the investigations or sharing tears together,Be it going through the surgery or every week at OPD.
Those continuous radiations to long waits.Chemotherapy to nausea and vomitting.
They are there,for the smiles and tears to share!

   
 And the  zeal to learn was all around the room...
I don't like painting he says...
And when something is done for us,we must attend is what one of the participant said...
Whether you are a patient,survivor or neither you can find time for everything but for self.
However the unstructured activity or a leisure is a must as it rewires the locked thoughts to feel free and adds to the quality of life.

Such group activity not only makes you feel good but also develops your inter personal as well as intra personal relationships.






As you walk ahead you will know there is always a help around.
The ICS Cancer survivors vertical unit.
To right,Mr Sachin,Ugam Member
and Left Ms Shreya ,clinical psycholog

A few more images describing the art play and the enthusiasm amongst our participants and the bonding that developed within few minutes.


And as the workshop was heading further post lunch i could sense a different comfort among everyone in the room.Right from the parents/relatives to the participants each one was engrossed in the ocean of colors.The worries of life seemed to be hidden at the shore and everyone was sailing on the boat of fun.
And that's the play of life.
An idle mind takes away all the energy to live to fullest ,it needs an occupant.
Don;t think is easy to say,but those who prove it deserve a bow.They are the epitome of inspiration.

Everyone achieves something or the other in their life.Some reach the zenith and are known to the world.While for some ,a night's meal is the world.
However special are the ones who loose their world and walk back to relive and form another world.
And survivors are the ones who prove to world 'It is Possible' !

And to end,
All the happy faces....





P.S:Medication saves lives,Rehabilitation makes you live life.A special mention of Mr.Anand Reddy for his courteous thought of sharing his idea/experience of healing and carving a smile on so many faces at once.

 -SSW
Proud occupational therapist.Happiness is seeing them smile.


Saturday 3 February 2018

OT Links


Reference is from other blogs .
Courtesy:http://otnotes.blogspot.in

OT Research and Evidence Based Practice Links
  
NeuroRehabilitation Links: 
Pediatric Links
Links for Students

Universal Design and Related Links
General Data Base :
Current Contents/Clinical Medicine

Being Held

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