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Effects of virtual reality training on functional reaching movements in people


with Parkinson's disease: A randomized controlled pilot trial

Article  in  Clinical Rehabilitation · June 2011


DOI: 10.1177/0269215511406757 · Source: PubMed

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Article
Clinical Rehabilitation
25(10) 892–902
Effects of virtual reality training ! The Author(s) 2011
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DOI: 10.1177/0269215511406757
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in people with Parkinson’s disease:
a randomized controlled pilot trial

Hui-Ing Ma1, Wen-Juh Hwang2, Jing-Jing Fang3,


Jui-Kun Kuo3, Ching-Yi Wang1, Iat-Fai Leong3 and
Tsui-Ying Wang1

Abstract
Objective: To investigate whether practising reaching for virtual moving targets would improve motor
performance in people with Parkinson’s disease.
Design: Randomized pretest–posttest control group design.
Setting: A virtual reality laboratory in a university setting.
Participants: Thirty-three adults with Parkinson’s disease.
Interventions: The virtual reality training required 60 trials of reaching for fast-moving virtual balls with
the dominant hand. The control group had 60 practice trials turning pegs with their non-dominant hand.
Main outcome measures: Pretest and posttest required reaching with the dominant hand to grasp real
stationary balls and balls moving at different speeds down a ramp. Success rates and kinematic data
(movement time, peak velocity and percentage of movement time for acceleration phase) from pretest
and posttest were recorded to determine the immediate transfer effects.
Results: Compared with the control group, the virtual reality training group became faster (F ¼ 9.08,
P ¼ 0.005) and more forceful (F ¼ 9.36, P ¼ 0.005) when reaching for real stationary balls. However, there
was no significant difference in success rate or movement kinematics between the two groups when
reaching for real moving balls.
Conclusion: A short virtual reality training programme improved the movement speed of discrete aiming
tasks when participants reached for real stationary objects. However, the transfer effect was minimal
when reaching for real moving objects.

Keywords
Parkinson’s disease, context, cueing, motor performance, rehabilitation
3
Received: 18 June 2010; accepted: 18 March 2011 Department of Mechanical Engineering, College of Engineering,
National Cheng Kung University, Tainan, Taiwan
1
Department of Occupational Therapy and Institute of Allied Corresponding author:
Health Sciences, College of Medicine, National Cheng Kung Hui-Ing Ma, Department of Occupational Therapy, College of
University, Tainan, Taiwan Medicine, National Cheng Kung University, 1 University Road,
2
Department of Neurology, College of Medicine, National Tainan 701, Taiwan
Cheng Kung University, Tainan, Taiwan Email: huingma@mail.ncku.edu.tw
Ma et al. 893

with Parkinson’s disease, who have been


Introduction reported to have deficient sensorimotor integra-
Among the cardinal symptoms of Parkinson’s tion mechanisms.21
disease, bradykinesia (i.e. movement slowness) Therefore, given the advantages and disad-
is considered to have a large negative influence vantages of virtual reality, the purpose of this
on functional performance in daily life.1,2 study was to test whether virtual reality training
Accumulated evidence from neurophysiological would help people with Parkinson’s disease
and motor behaviour research3–7 has shown that improve their functional reaching movements.
the performance of patients can be improved by To the best of our knowledge, there are no pub-
external cueing. Commonly provided cues for lished studies on using virtual reality to train
upper extremity movement are short presenta- upper extremity movement in people with
tions of visual or auditory stimuli at the start Parkinson’s disease. Therefore, we decided to
of the movement.8–10 start with a single task rather than a combina-
Several studies11–13 that used rapidly moving tion of several tasks in the virtual reality
targets as timing cueing reported that people with programme in order to first delineate the effect
Parkinson’s disease reached faster when rapidly of virtual moving targets. We hypothesized that
moving targets were provided than when they the participants with Parkinson’s disease who
reached as fast as possible for stationary objects. practised reaching for virtual moving targets
It has been suggested11 that a rapidly moving would perform better (i.e. have a higher success
target requires that the person reaching for it rate and faster movement) when reaching for
must not only initiate but also properly time the real stationary and moving objects than those
movement, and thus is more effective than single who had engaged only in placebo training.
cueing that primarily prompts the person to begin
the movement. Because daily life is filled with
tasks that require rapid and discrete aiming move- Methods
ments,14 interventions to increase movement
speed are important for people with Parkinson’s
Participants
disease. We enrolled a sample of convenience composed
With the advance of technology, virtual real- of 33 people with Parkinson’s disease. The
ity has been viewed as a potential alternative University Hospital Institutional Review
therapy for motor rehabilitation. It enables ther- Board approved this study, and all participants
apists to create a synthetic environment with signed an informed consent form before the
precise control,15 which allows easy modification experiment began. Inclusion criteria were (1)
of the task to make the challenge just right for diagnosed with idiopathic Parkinson’s disease,
each participant.16 In addition, virtual reality (2) at modified Hoehn & Yahr stages II and
offers repetitive practice, feedback about perfor- III,22 (3) between 50 and 75 years old, (4)
mance, and motivation to endure practice, all of stable medication use, (5) no serious cognitive
which are important for successfully learning a deficits (scored 24 on the Mini-Mental Status
motor skill.17 However, virtual reality also has Examination),23 (6) normal or corrected-to-
disadvantages. Its insufficient depth perception normal vision and hearing, and (7) right-
and lack of haptic feedback may cause difficulty handed by self-report. Exclusion criteria were
for participants when performing virtual real- (1) neurological conditions other than
ity tasks.18,19 In addition, learning novel arbi- Parkinson’s disease or (2) musculoskeletal dis-
trary associations between vision and action in orders affecting arm movement. The modified
virtual reality requires efficient sensory process- Hoehn & Yahr Scale (range: I–V) was used to
ing and integrating visual and proprioceptive evaluate the severity of Parkinson’s disease:
inputs,20 which may be problematic for people I ¼ mild and V ¼ severe.22
894 Clinical Rehabilitation 25(10)

Apparatus Graphics Library, Khronos Group, Beaverton,


A three-dimensional electromagnetic motion OR, USA), Visual C++ (Microsoft, Redmond,
tracking system (Patriot; Polhemus Inc., WA, USA), and MFC (Microsoft Foundation
Colchester, VT, USA) was used to record move- Class; Microsoft). A virtual ramp, identical to
ment kinematics. Two sensors were used: one the aforementioned inclined ramp, except for
attached to the sternum and the other to the the start position of the moving ball, was
dorsal surface of the right hand. The sampling designed. In the virtual ramp, a virtual
rate was 30 Hz and latency was less than 18 ms hammer was used to strike the ball and propel
for both sensors simultaneously. In addition, a it into the contact zone; the amount of time
projection-based virtual reality system connected between the hammer’s appearance until it
to the Patriot was used to provide the virtual real- struck the ball was random. The hammer was
ity training programme. The digital data used as a warning signal because our pilot
extracted from the Patriot were transformed work suggested that participants usually failed
into modelling coordinates and projected onto to respond to the moving ball if it appeared sud-
a large screen. To view the virtual reality world, denly from behind the barrier, as it did on the
participants wore a pair of polarized glasses, real ramp. In addition, to compensate for the
which provided immersive stereo visual input. insufficient depth perception in virtual reality,
The participants were then able to view their a concrete target was provided to help partici-
own hand movements in real time, and the flexion pants locate the virtual contact zone. The time
or extension of the trunk produced changes of from when the ball starting moving to when it
the virtual world centred around the viewpoint, entered the contact zone was easily manipulated
which served to immerse the participants in the by setting that time in the virtual reality pro-
virtual environment. gramme. A trial was considered successful
Because the Patriot is sensitive to metallic when the distance between the participant’s
interference, we built our inclined ramp hand sensor and the centre of the ball was
(length: 200 cm; height: 100 cm) out of alumin- between 5.75 cm and 8.75 cm (the radius of the
ium and demagnetized stainless steel.24 On the ball plus 2.5 cm and 5.5 cm, respectively) in the
left side of the ramp, we placed a barrier that contact zone. When a participant successfully
enabled the experimenter to release the ball from caught the ball, the ball would move with the
behind the barrier and to control its velocity (or participant’s hand for 2 seconds, as it would
target viewing time) by changing the point from have had the participant actually lifted the ball
which the ball was released. A contact zone from the contact zone.
(10 cm long) was marked at the right terminal
end of the ramp, and participants were required
to reach and grasp the ball in the contact zone.
Design and procedures
The designation of a fixed contact zone ensured This study used a pretest–posttest control group
that participants grasped the ball from the same design. Thirty-three participants were randomly
ramp location under all conditions. Based on assigned to virtual reality training or control
pilot work, we inclined the ramp at a 10 groups by means of sealed envelopes that
angle. From the edge of the barrier to the con- contained randomly filled group allocations
tact zone, the ramp was 70 cm long. Because (Figure 1).
the ball was released at different points behind For the pretest and posttest, the participant
the barrier, the time it took for it to appear from sat in the start position in an armless chair with
behind the barrier until it reached the contact their right hand resting close to the knee on their
zone varied: 1.1, 0.9, 0.7, and 0.5 seconds. right thigh. The real inclined ramp was placed
The virtual reality programme was designed parallel to the frontal plane of the participant
using the following software: OpenGL (Open at a distance equal to 120% of arm length.
Ma et al. 895

People with Parkinson’s disease


recruited and randomized (n=33)

Virtual reality training Control group


group (n=17) (n=16)

Pretest: Reaching for tennis balls


Stationary ball condition
Four moving ball conditions (randomly administered)

Virtual reality training Placebo training


Reaching for 60 fast-moving Turning 60 wooden cylinders
balls with the right hand with the left hand

Posttest: Reaching for tennis balls


Stationary ball condition
Four moving ball conditions (randomly administered)

Figure 1. Flow diagram of the study.

The height and position of the ramp was set so were allowed one practice trial and five test
that the contact zone was in front of the right trials under each test condition. Kinematic
shoulder at chest level. For the testing, the par- data from the practice trials were not included
ticipant was required to reach and grasp a tennis in the analysis.
ball (6.5 cm in diameter) with the right hand For the virtual reality training group, the
under five conditions: the ball was stationary participant sat in the same place as in the pre-
in one condition and moving in four. In the sta- test. The virtual reality world was adjusted to
tionary condition, the ball was placed in the con- locate the virtual contact zone (also indicated
tact zone, where it remained stationary. The by a concrete target) in front of the participant
participant was required to reach as fast as pos- at a distance of 120% of arm length at chest
sible to grasp the ball. In the four moving con- level, just as in the pretest task setup. The par-
ditions, the ball was rolled from behind a ticipant was required to reach for 60 virtual
barrier, left-to-right down the inclined ramp, moving balls with the right hand and was
and through the contact zone. The participant allowed to take a rest whenever needed. The
was required to reach and grasp the moving ball speed of the virtual moving ball to be reached
from within the contact zone. The stationary for was the fastest speed in the pretest at which
ball test was done first and then, in random the participant achieved more than 60% success.
order, the moving ball tests. The participants The number of training trials was decided based
896 Clinical Rehabilitation 25(10)

on our pilot study, in which we wanted to allow accelerates toward the target and then deceler-
the participants a certain amount of practice ates to correct the trajectory. It is believed that
reaching for the ball, and yet not become tired. the acceleration phase is associated with the ini-
The training took about 10 minutes to complete, tial projection of movement forces,29 and that
which was about the duration of an activity in a the deceleration phase is used to process feed-
typical occupational therapy session. Only one back information and to adjust movement
participant complained about fatigue and took trajectory.30,31
a 3-minute break during the virtual reality A mixed two-way analysis of variance
training. (ANOVA) with one between factor (group: vir-
Because the effect of such a virtual reality tual reality versus control) and one within factor
training programme has not been established (time: pretest versus posttest) was used to analyse
in previous research, we decided to give the participant performance when they reached for
control group placebo training, during which stationary balls. A mixed three-way ANOVA
participants used their left hand to turn 60 with an additional within factor (moving ball
wooden cylinders at a self-placed speed. We speed in terms of the time constraint: 1.1 versus
assumed that the placebo training would not 0.9 versus 0.7 versus 0.5 seconds) was used to
have any effect on the right hand, and thus, we analyse participant performance when they
hypothesized, the effect of virtual reality training reached for moving balls.
would be totally reflected in the difference in
right-hand performance between the two
Results
groups. Five minutes after the virtual reality or
control training, the participants took the post- Seventeen participants were randomly assigned
test. The entire experiment took about 1 hour to to the virtual reality training group and 16 to
complete. the control group (Figure 1). The demographic
and clinical characteristics of the two groups
were comparable (Table 1). Most of the partic-
Data reduction and analysis ipants were at modified Hoehn & Yahr stage II,
The pretest and posttest success rates for the meaning that their symptoms were bilateral and
moving ball conditions were computed. A trial that they had minimal disability.22
was considered successful if the participant In the stationary ball condition, all partici-
touched and stopped the moving ball in the con- pants successfully grasped the ball (Table 2).
tact zone. For kinematic measures, the position Two-way ANOVA indicated a significant time
series were used for velocity computation and dig- effect on movement time and a significant
itally filtered using the moving-average filter. The group  time interaction effect on movement
cut-off value to define movement onset and offset time and peak velocity. Specifically, in the vir-
was set at 5% of peak velocity. tual reality group, movement time decreased and
This study included the following kinematic peak velocity increased from pretest to posttest,
variables of arm movement: movement time, while in the control group, movement time was
amplitude of peak velocity, and percentage of similar and peak velocity decreased from pretest
movement time for the acceleration phase. to posttest.
Movement time is the duration of the execution For the moving ball conditions, three-way
of an arm movement. A faster movement has a ANOVA showed that the speed of the moving
shorter movement time.25,26 Peak velocity is the ball significantly affected the success rates and
highest instantaneous velocity during the arm kinematic performance for all participants: as
movement. The higher the peak velocity, the the ball moved faster, success rates became
more forceful the movement.26–28 When the lower (F(3,93) ¼ 33.19, P < 0.001), movement
hand reaches for a target, it generally first time shorter (F(3,90) ¼ 193.46, P < 0.001), peak
Ma et al. 897

Table 1. Characteristics of study participants

Virtual reality Controls P-value


Characteristics (n ¼ 17) (n ¼ 16) (two-tailed)

Sex (man/woman) 8/9 10/6 0.601


Age (years) 64.77  8.47 68.13  7.38 0.235
Modified H&Y stage (II/III) 16/1 13/3 0.258
Disease duration (years) 5.32  4.43 5.16  3.43 0.906
MMSE 27.24  3.09 26.31  2.52 0.357
Values are means  SD.
H & Y, Hoehn & Yahr; MMSE, Mini-Mental Status Examination.

Table 2. Effects of virtual reality training in the stationary ball condition

Group Group effect Time effect Group  time effect

Variable Test Virtual reality Control F(1,31) P-value F(1,31) P-value F(1,31) P-value

MT (seconds) Pretest 0.79  0.17 0.78  0.20 0.94 0.340 5.45 0.026 9.08 0.005
Posttest 0.67  0.15 0.79  0.18
PV (cm/s) Pretest 147.55  31.37 159.63  36.17 0.05 0.818 0.86 0.360 9.36 0.005
Posttest 166.84  36.58 149.33  40.50
PTA (%) Pretest 0.42  0.10 0.39  0.10 0.05 0.829 0.35 0.557 1.88 0.181
Posttest 0.39  0.08 0.41  0.09
Values are means  SD.
MT, movement time; PV, peak velocity; PTA, percentage of movement time for the acceleration phase.

velocity higher (F(3,90) ¼ 184.13, P < 0.001), than the effects of control training, especially in
and percentage of movement time for accel- the fast (0.7 and 0.5 seconds) moving ball
eration lower (F(3,90) ¼ 6.91, P < 0.001). conditions.
However, there was no significant effect related
to the group, such as a group  time or a
group  time  cueing effect. Table 3 shows par-
Discussion
ticipants’ pretest and posttest performance when Our results partially support our hypothesis. We
reaching for moving balls. Effect size d was cal- found that virtual reality training more effec-
culated to determine the magnitude of change tively than control training improved our study
between pretest and posttest values for the vir- participants’ performance in reaching for real
tual reality and control groups under each stationary balls. Those who practised reaching
moving ball condition. A d of 0.2 suggests a for virtual moving balls showed significantly
small effect, 0.5 a medium effect, and 0.8 a decreased movement time and increased peak
large effect.32 Although the group effects were velocity, while the participants who received pla-
not significant, a further examination of effect cebo training showed no significant change in
size suggested that under the same moving ball movement time and a significantly reduced
condition, the effects of virtual reality training peak velocity from the pretest to the posttest.
on most kinematic variables were slightly larger However, the training effect was not evident
898

Table 3. Participants’ performance in the moving ball conditions in the pretest and posttest

Virtual reality group Control group

Variable Test 1.1 s 0.9 s 0.7 s 0.5 s 1.1 s 0.9 s 0.7 s 0.5 s

Success rate Pretest 0.96  0.08 0.98  0.10 0.94  0.12 0.60  0.34 1.00  0.00 0.98  0.07 0.93  0.14 0.79  0.24
Posttest 0.99  0.05 0.99  0.05 0.91  0.17 0.66  0.37 0.99  0.05 1.00  0.00 0.98  0.07 0.79  0.26
Effect size d 0.37 0.16 0.24 0.17 0.50 0.73 0.47 0.00
MT (s) Pretest 0.83  0.10 0.77  0.09 0.60  0.08 0.46  0.06 0.78  0.08 0.73  0.11 0.61  0.11 0.45  0.07
Posttest 0.82  0.14 0.73  0.11 0.59  0.07 0.44  0.07 0.77  0.06 0.72  0.08 0.62  0.11 0.45  0.05
Effect size d 0.05 0.40 0.15 0.18 0.21 0.13 0.09 0.00
PV (cm/s) Pretest 124.4  21.5 137.6  22.2 164.5  35.2 217.6  36.0 133.7  20.1 141.1  25.0 164.4  21.5 229.0  34.5
Posttest 126.9  31.1 138.4  33.2 165.6  32.2 218.5  43.0 131.1  19.1 139.0  29.8 158.0  25.4 222.3  27.5
Effect size d 0.10 0.03 0.03 0.02 0.13 0.08 0.27 0.22
PTA (%) Pretest 0.55  0.17 0.50  0.16 0.47  0.11 0.47  0.12 0.54  0.13 0.52  0.09 0.50  0.12 0.49  0.08
Posttest 0.52  0.12 0.50  0.13 0.42  0.10 0.43  0.09 0.53  0.13 0.53  0.13 0.50  0.12 0.47  0.10
Effect size d 0.16 0.05 0.51 0.37 0.09 0.15 0.01 0.27
Values are means  SD.
MT, movement time; PV, peak velocity; PTA, percentage of movement time for the acceleration phase.
Clinical Rehabilitation 25(10)
Ma et al. 899

for either group when reaching for real moving faster arm movement, but the lack of speed var-
balls. A close look at the data suggests that iation in practice probably prevented the partic-
although the virtual reality group participants ipants from learning how best to vary their
did not have a higher success rate than the con- movements in response to the changing speeds
trol group participants, they slightly improved of the moving balls in the posttest.35 Lin et al.36
or else maintained their kinematic performance, reported that people with Parkinson’s disease
while the control group participants either who engaged in blocked practice retained the
showed no change or else slightly declined in practised skills better than those who engaged
kinematic performance from the pretest to the in random practice. They used a retention test,
posttest. Overall, the results suggest that virtual in which participants were tested with the same
reality training may improve movement speed, task they had practised. The posttest in our
as was reflected in the kinematic performance of study, however, was a transfer test, in which par-
reaching for stationary balls. These results are in ticipants performed the previously learned task
line with previous findings,14,33 which reported in a novel situation. Comparing the effects of
that people with Parkinson’s disease who prac- blocked versus random practice may result in
tised improved their speed on discrete and different findings depending on whether reten-
sequential targeting tasks and retained the tion or transfer tests are used. Therefore, we rec-
improvement after a 10-minute retention test ommend that future research include random
interval. practice, in which participants reach for objects
However, the success rate results suggest that moving at various speeds, to test whether such
our virtual reality training did not help the par- training improves not only movement speed, but
ticipants improve their visuomotor coordination also visuomotor coordination.
when reaching for moving objects. These results For the moving ball conditions, we found a
may be attributed to task difficulty, context dif- significant effect of cueing (moving ball) speed.
ference and practice conditions. Catching The movement of all participants became faster
moving balls is more demanding on the partici- and more forceful as the ball moved faster.
pant’s visuomotor processing and movement These results support previous findings11–13 on
execution than is catching stationary balls.34,35 the effect of moving target objects in people with
The challenge of catching fast-moving balls is Parkinson’s disease. Previous research focuses
further complicated by the difference between on immediate motor performance at different
virtual reality and physical reality.24 Previous cueing speeds, rather than on examining the
research20,21 has reported that people with long-term effect of cueing speed on performance
Parkinson’s disease experienced modest diffi- change. In our study, the effect of cueing speed
culty when transferring the improvement from was even larger than the effect of a short virtual
initial learning to a new context. Accordingly, reality training session. Therefore, it is impor-
because the visuomotor coordination pattern tant for future research to use moving targets
practised in the virtual reality training was for training and to examine their long-term
somewhat different from that required for the effect on both movement speed and visuomotor
posttest, the virtual reality group participants coordination in people with Parkinson’s disease.
did not significantly improve their perfor- It is important to design virtual reality train-
mance when reaching for real moving balls. For ing programmes according to the characteristics
future research, we suggest including a warm-up and needs of the target population. Many virtual
phase in the posttest test to help participants reality programmes designed for people with
adjust to physical reality. hemiparesis are aimed at improving their
Finally, regarding the practice conditions, the motor control, strength and dexterity, and they
consistent speed of fast-moving balls during the emphasize accuracy more than speed.37–39 For
virtual reality training may have facilitated people with Parkinson’s disease, virtual reality
900 Clinical Rehabilitation 25(10)

programme designers should take advantage of perception, and haptic feedback.17 We believe,
rapidly moving targets to improve participants’ however, that even with the most advanced
motor response and to emphasize movement virtual reality equipment, the gap between
speed in order to counteract symptomatic move- virtual and physical reality cannot be easily
ment slowness. Moreover, to optimize the learn- closed because of the complex and delicate
ing effect, it is important to modify task visual perceptual functions in humans, such as
difficulty according to the participant’s success accommodation, vergence, and motion paral-
rate and motor performance.37,40 In physical lax.18 Therefore, future research should try to
reality, manipulating target speed and viewing identify key characteristics of virtual reality
time requires many trials and modifications of tasks that elicit visuomotor coordination and
the apparatus, such as changing the target start- interactive behaviour as natural as that in phys-
ing point or the ramp inclination angle. In con- ical reality.
trast, the virtual reality system allows easy The operational definition of a control condi-
manipulation and precise control once the pro- tion is important to the interpretation of out-
gramme has been developed. By using a single comes.41 The placebo training for the control
task that provided virtual moving targets, we group was designed to control for the effects of
showed evidence that such a training task, confounding factors, such as time and attention,
which was practised only briefly and only once, but not to lead to changes in their right-hand
can improve the movement speed of people with performance, which was the outcome measured
mild-to-moderate Parkinson’s disease. Our find- in this study. Based on our findings that practic-
ings support the future development of other ing reaching for virtual moving balls improved
virtual reality programmes that include moving performance more than did no practice, further
targets to provide various dynamic and interest- research may evaluate practising reaching for
ing activities for people with Parkinson’s virtual moving balls against practising reaching
disease. for real moving balls to determine whether prac-
This study has some limitations. First, the tising in virtual reality is more effective than
practice session was short in this pilot study. practising in physical reality.
The limited practice duration (60 practice Our findings have implications for training
trials) might have compromised motor learning people with mild-to-moderate Parkinson’s dis-
in our participants. Future work should pro- ease. Because more clinics now use virtual reality
vide more extensive virtual reality training and equipment for motor rehabilitation, therapists
allow participants to practise reaching for need to be aware of its benefits and limitations.
objects moving at various speeds. In addition, Our results suggest that practising fast move-
we assessed the immediate transfer effect of vir- ment in virtual reality can be generalized to
tual reality training with a short break between fast reaching for stationary objects in physical
the practice session and the posttest. In view of reality, but not to reaching for moving objects,
the difficulty for people with Parkinson’s disease because the visuomotor coordination patterns
to switch between different contexts, future involved are somewhat different between virtual
research probably should include a warm-up reality and physical reality. Additional research
phase in the transfer test to help participants is needed to examine whether more extensive vir-
adjust to the real context. Longer follow-up per- tual reality training with targets that move at
iods will also be necessary to determine the rel- different speeds helps people with Parkinson’s
atively permanent changes induced by virtual disease improve the speed of their motor perfor-
reality training. Moreover, for the virtual reality mance as well as their visuomotor coordination.
system, improvements (e.g. a head-mounted dis- In addition, fast-moving targets are effective
play, a haptic glove) may be needed to increase for increasing movement speed in people with
the participants’ sense of immersion, depth Parkinson’s disease. We recommend that
Ma et al. 901

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