From Virtual Reality to Real Life Skill: Enhancing the Potential of Virtual Environments for Rehabilitation in Children with Cerebral Palsy
Cerebral
palsy (CP), the most common cause of pediatric disability, limits functional
independence and requires long-term participation in rehabilitation. Therapists
require interventions that engage children in the repetitive practice required
to learn new motor skills and that promote transfer of learning from therapy to
real-life contexts. Children with CP demonstrate slow, error-prone learning. As
such, therapists use motion-controlled virtual reality games because their
engaging, feedback-rich virtual environments may motivate children to practice
frequently. Practice in a virtual environment can improve motor skills to a
greater extent than a comparable amount of conventional practice. Yet a major
limitation preventing optimal benefit from this approach is the lack of
evidence for transfer of performance improvements to the real world.
Identifying the mechanisms underlying transfer from virtual environments to
real-life skills is therefore critical.
We
hypothesize that transfer from virtual environments is enhanced when
therapeutic practice conditions are task-specific, i.e., similar to performance
conditions in real life. We will compare how children with CP learn the same
new task in 3 environments with differing task-specificity: a physical
environment, a two-dimensional (2D; flat screen display) virtual environment,
and a 3D virtual environment (head mounted display). We will measure how their
movements change as they acquire the skill, because we hypothesize that the
amount of movement variability during learning differs in each environment, and
that environments eliciting more functional variability enhance transfer. We will then measure how well children’s
learning transfers from each environment to a new, unpracticed real-life
task. This research is significant
because it will provide proof of principle for modifiable mechanistic targets
to enhance how established (2D) and emerging (3D) virtual environments improve
functional outcomes for children with CP. This will inform a long-term research
program to develop and test task-specific virtual environments designed to
enhance functional variability and promote real-life skill.