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ARTICLE IN PRESS

Effects of Virtual Reality Training using Xbox Kinect on Motor


Function in Stroke Survivors: A Preliminary Study

Dae-Sung Park, PT, PhD,* Do-Gyun Lee, PT, MSc,† Kyeongbong Lee, PT, PhD,‡ and
GyuChang Lee, PT, PhD§

Background: Although the Kinect gaming system (Microsoft Corp, Redmond, WA)
has been shown to be of therapeutic benefit in rehabilitation, the applicability of
Kinect-based virtual reality (VR) training to improve motor function following a
stroke has not been investigated. This study aimed to investigate the effects of VR
training, using the Xbox Kinect-based game system, on the motor recovery of pa-
tients with chronic hemiplegic stroke. Methods: This was a randomized controlled
trial. Twenty patients with hemiplegic stroke were randomly assigned to either the
intervention group or the control group. Participants in the intervention group (n = 10)
received 30 minutes of conventional physical therapy plus 30 minutes of VR train-
ing using Xbox Kinect-based games, and those in the control group (n = 10) received
30 minutes of conventional physical therapy only. All interventions consisted of daily
sessions for a 6-week period. All measurements using Fugl–Meyer Assessment (FMA-
LE), the Berg Balance Scale (BBS), the Timed Up and Go test (TUG), and the 10-
meter Walk Test (10mWT) were performed at baseline and at the end of the 6 weeks.
Results: The scores on the FMA-LE, BBS, TUG, and 10mWT improved signifi-
cantly from baseline to post intervention in both the intervention and the control
groups after training. The pre-to-post difference scores on BBS, TUG, and 10mWT
for the intervention group were significantly more improved than those for the
control group (P < .05). Conclusions: Evidence from the present study supports
the use of additional VR training with the Xbox Kinect gaming system as an ef-
fective therapeutic approach for improving motor function during stroke rehabilitation.
Key Words: Stroke—Motor activity—Virtual reality—Video game.
© 2017 National Stroke Association. Published by Elsevier Inc. All rights reserved.

Introduction
The therapeutic approach to the rehabilitation of pa-
From the *Department of Physical Therapy, Konyang University, tients with hemiplegic stroke requires repetitive training
Daejeon, Republic of Korea; †Department of Physical Therapy, Misodle
in combination with continuous modification of the train-
Hospital, Seoul, Republic of Korea; ‡Physical Therapy Part, Physi-
cal and Rehabilitation Medicine, Samsung Medical Center, Republic
ing program to maintain patient engagement. Recreational
of Korea; and §Department of Physical Therapy, Kyungnam Uni- programs often provide emotional support and practi-
versity, Changwon, Republic of Korea. cal environments for intervention as a major therapeutic
Received February 1, 2017; revision received April 30, 2017; accepted effect.1 In patients with hemiplegic stroke, continuous
May 14, 2017.
virtual feedback facilitates corticospinal activation to a
Conflict of interest: No financial or nonfinancial competing inter-
est exists for either of this paper’s authors.
greater extent than the continuous visual feedback pro-
Address correspondence to GyuChang Lee, PT, PhD, Department vided by the performance of activities in front of a real
of Physical Therapy, Kyungnam University, 7 Kyungnamdaehak-ro, mirror.2 Virtual reality (VR)-based feedback has also been
Masanhappo-gu, Changwon-si, Gyeongsangnam-do 51767, Republic shown to increase activation of the primary sensorimo-
of Korea. E-mail: leegc76@kyungnam.ac.kr; leegc76@hanmail.net.
tor cortex, the supplementary motor area, and the
1052-3057/$ - see front matter
© 2017 National Stroke Association. Published by Elsevier Inc. All
cerebellum during hand-clenching tasks.3
rights reserved. VR-based systems that use sensor technology to monitor
http://dx.doi.org/10.1016/j.jstrokecerebrovasdis.2017.05.019 whole-body movements can elicit patients to perform

Journal of Stroke and Cerebrovascular Diseases, Vol. ■■, No. ■■ (■■), 2017: pp ■■–■■ 1
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2 D.-S. PARK ET AL.
high-intensity and high-energy movements. Kinect- Participants
based systems (Microsoft Corp, Redmond, WA) reduce
The study participants were inpatients at the rehabil-
the demand on staff time for intervention and increase
itation center with a clinical diagnosis of hemiplegic stroke.
patients’ motivation toward rehabilitation. 4 Kinect-
To recruit participants, the purpose and procedures of
based VR training that includes auditory and visual
the study were described in an advertisement placed
stimulation, feedback information about “winning” or
throughout the hospital. Twenty-five volunteers were re-
“losing,” and repetitions of the same motion can provide
cruited and screened by a research assistant on the basis
a variable rehabilitation tool that reduces barriers to in-
of the following inclusion and exclusion criteria. The in-
dividuals performing rehabilitation exercises.3
clusion criteria were a period of more than 6 months
Commercial active gaming systems, such as those that
between stroke and randomization, hemiplegic stroke as
fall within the category of exergaming,5 those used by
diagnosed by a neurologist, a total score of 21 or greater
the Kinerehab system,4 and those for the Wii console
on the Mini–Mental State Examination (MMSE), no prob-
(Nintendo, Kyoto, Japan), can be effectively used in re-
lems with auditory or visual functioning, an ability to
habilitation programs to assist in patients’ recovery of motor
walk more than 10 m with or without assistive devices,
function.5,6 The most recently released Xbox Kinect system
not taking any medication that could influence balance,
has an RGB camera and a dual infrared depth sensor for
stable vital signs, and a capacity to provide informed
the automatic detection of limb and body position and
consent. The exclusion criteria were severe conditions that
motion. The system uses these elements to capture data
require medical care, such as uncontrolled blood pres-
to create a 3-dimensional human body model in real time,
sure or angina; musculoskeletal impairments of the lower
called an avatar, which allows for players to use their
extremity; psychological conditions; or the refusal to use
own body as the controls to play a game.7 The reliable
a video game. One volunteer refused to use a video game
visual feedback from the on-screen player’s avatar may
and was excluded.
provide accurate feedback on movement. The built-in com-
mercial games of the Kinect-based system can be used
for real-time rehabilitation training. An important ad- Ethical Consideration
vantage of the Kinect software development kit (SDK) All participants who fulfilled the inclusion criteria par-
or the OpenNI SDK for noncommercial use is the avail- ticipated in the study after the purpose and procedures
ability of open-source tools that allow for the adaptation of the study were fully explained to them. All proce-
or creation of new games.7 The OpenNI SDK enables de- dures were approved by the Sahmyook University
velopers to create or modify the software. Institutional Review Board, and all patients signed an in-
These Kinect-based games have been adapted and used formed consent before participating in the study.
to treat patients with neurological problems. The
Kinect-based choice reaction time task is 1 prototype game Randomization
that has been developed for step training in elderly pa-
tients in clinical practice.8 Kinect-based games have been The participants were allocated to the intervention group
effectively used in children with degenerative ataxia to and the control group using random number tables. The
improve whole-body coordination, dynamic balance ca- allocation of the groups was initially concealed. A re-
pacities, and step length over an 8-week training program.9 search assistant, with no involvement in any of the
Significant improvement has also been seen in the upper assessment or intervention components of the trial, opened
limb function of patients with chronic stroke after VR train- envelopes consecutively based on the patient enroll-
ing using the Kinect-based game “Fruit” during a 3-week ment sequence and forwarded the random number to the
training program.3 researcher in charge of enrollment to arrange interven-
Although the Kinect gaming system has been shown tion and outcome measurements for each participant.
to be of therapeutic benefit in rehabilitation, the appli-
cability of Kinect-based VR training to improve motor Interventions
function in patients following the occurrence of a stroke
The intervention group participated in a 30-minute VR
has not been evaluated. Therefore, the present study aimed
training session using Xbox Kinect, followed by a 30-
to evaluate the effects of additional VR training with Xbox
minute session of conventional physical therapy. The control
Kinect on the motor recovery of the lower extremity in
group participated in a 30-minute conventional physi-
patients with a chronic hemiplegic stroke.
cal therapy session only. All interventions were performed
daily for 6 weeks.
Materials and Methods
Design and Setting VR Training using Xbox Kinect
A randomized clinical trial was conducted in a reha- For the VR training, the Xbox Kinect system, which con-
bilitation hospital in Seoul, South Korea. sists of a Kinect sensor and console, was used. The Kinect
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VIRTUAL REALITY TRAINING USING XBOX KINECT 3
Table 1. Description of each game in the Kinect Sports Pack and the Kinect Sports Pack 2

Games Contents Performed movements

Boxing Players are encouraged to use their left and – Active movement of upper extremity
right arms to punch and block both at the – Weight-shifting and weight-bearing training
head and the body levels. – Balance training
Table tennis Players are encouraged to use their limbs and – Active movement of upper extremity
trunk to hit a ball with a racket on a virtual – Trunk rotation
table. – Weight-shifting and weight-bearing training
– Balance training
Soccer Players are encouraged to use their lower – Active movement of lower extremity (hip flexion, abduction,
extremity, head and neck, and trunk while and external-internal rotation, knee flexion and extension,
standing kicking a ball in a virtual soccer ankle dorsiflexion and plantarflexion)
field. – Weight-shifting and weight-bearing training
– Balance training
Golf Players are encouraged to use a sensor to – Active movement of upper extremity
substitute for the golf club in a virtual field. – Trunk rotation
After every swing, the golf ball is shown – Weight-shifting and weight-bearing training
flying down the fairway. Because full swing – Balance training
and putt is needed, various types of swing
are available.
Ski Players are encouraged to shift their weight to – Active movement of lower extremity (hip flexion, abduction,
the right and left and up and down. The and external-internal rotation, knee flexion and extension,
virtual slope can be seen on the screen; ankle dorsiflexion and plantarflexion
players have to avoid the barriers and – Trunk rotation
follow the slope. – Weight-shifting and weight-bearing training
– Balance training
Football Players are encouraged to move their lower – Active movement of lower extremity (hip flexion, abduction,
extremity to run with a ball. When they and external-internal rotation, knee flexion and extension,
catch the ball, they walk as fast as possible ankle dorsiflexion and plantarflexion
to the end line while avoiding the opponent – Trunk rotation
players in the virtual field. – Weight-shifting and weight-bearing training
– Balance training

sensor is an infrared camera that can recognize the posi- tients with different levels of function after stroke. Verbal
tions and motions of the player without the need for a encouragement was provided by a therapist to elicit maximal
special controller. The console controls the various games. effort. Following a demonstration of the games, partici-
For the VR training, the Xbox Kinect, console, and monitor pants stood up and practiced the games. To prevent fall
were set up in a dedicated space. The patient was placed events during training, patients with stroke performed stand-
1.5-2 m away from the Kinect sensor. Before the start of ing activities with a harness mounted to the ceiling. The
the training session, the research assistant adjusted the po- programs were conducted for a total of 30 minutes per
sition of the sensor while the patient was sitting to ensure session. During the 6 weeks of the intervention, partici-
optimal position and motion capture, and loaded games pants used all the provided games.
into the system. After the setup was completed, the re-
search assistant demonstrated games included in the Kinect
Conventional Physical Therapy
Sports Pack and the Kinect Sports Pack 2. For the train-
ing, the following games were used: boxing, table tennis, The conventional physical therapy regimen included
and soccer from the Kinect Sports Pack; and golf, ski, and tasks from the traditional treatment program, which in-
football from the Kinect Sports Pack 2. All games re- cluded a range of motion exercises, muscle strengthening,
quired the use of the upper and lower extremities while functional training, balance training, and gait training.
standing. All games were provided to kindle the interest The specific tasks were selected by the therapist based
of subjects with stroke. The descriptions of each game in on the requirement of each patient. Usually, the tech-
the Kinect Sports Pack and the Kinect Sports Pack 2 are niques of neurodevelopmental treatment and proprioceptive
presented in Table 1. If a subject exhibited fatigue, abnor- neuromuscular facilitation were selected by the physi-
malities in breathing, or complained of pain, training was cal therapists in charge.10,11 The program was performed
stopped immediately. The games were adaptable to pa- for 30 minutes.
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4 D.-S. PARK ET AL.

Outcome Measures and Follow-up Data Analysis


The clinical profile of each participant was recorded, We used SPSS Statistics 18.0 (IBM Corporation, Armonk,
including affected side, type of stroke, duration of time NY) for statistical analysis. The demographic variables
after stroke, MMSE score, and Brunnstrom stage of re- of participants are reported as means and standard de-
covery. All participants were assessed at baseline and at viations. Student’s t-tests and exact tests were used to
the end of the 6 weeks by a trained physical therapist compare demographic data between the intervention group
who was blinded to participants’ group allocation. In ad- and the control group. According to the Kolmogorov-
dition, a research assistant assessed the rate compliance Smirnov test, the distribution of scores for the primary
to participation in the planned sessions during the 6 weeks. and secondary outcome measures did not deviate sig-
nificantly from normality. Paired t-test analysis was used
to evaluate changes in outcomes scores from pre- to post
Primary Outcome Measure intervention. Differences between the 2 groups at the end
Motor recovery was measured using the lower extrem- of the 6-week intervention period were assessed using
ity subscale of the Fugl–Meyer Assessment (FMA). The the independent t-test. Differences were considered sig-
FMA provides a quantitative assessment of the recov- nificant at P < .05.
ery of motor and sensory function in patients who have
sustained a stroke. The FMA has a 3-point scale: 0 (not Results
able to perform), 1 (partially able to perform), and 2 (per-
Over the course of the 6-week trial, 2 participants from
fectly able to perform). The total possible score for lower
the intervention group dropped out because of early dis-
extremity function is 34. It was reported that reliability
charge from the hospital, and 2 in the control group did
of the FMA for testing motor performance in patients fol-
not conform to the required participation regimen in phys-
lowing stroke is high.12
ical therapy sessions. Therefore, the final measurements
of 20 stroke survivors were considered; a flow chart of the
number of participants is shown in Figure 1. The rate of
Secondary Outcome Measures
compliance to the planned sessions during the 6-week trial
Secondary outcome measures included balance and gait. is shown in Table 2. In addition, the characteristics of the
Balance was measured using the Berg Balance Scale (BBS), participants who were included in the analyses are shown
and gait was evaluated using the Timed Up and Go test in Table 2. We collected side effects data, but no partici-
(TUG) and the 10-meter Walk Test (10mWT). The BBS pants reported any side effects like nausea, dizziness,
is a 14-item scale designed to measure balance function headache, or motion sickness while using the VR system.
and is a valid instrument to use to quantitatively de- All participants in the trial had sustained strokes more
scribe balance function in a clinical population and to than 6 months before the trial, had an MMSE score greater
evaluate the effectiveness of interventions in clinical prac- than 21, and were classified within the following
tice and research.13,14 The TUG test assesses a person’s Brunnstrom stages of motor recovery: 3, 4, 5, or 6. There
mobility function using components that require both static were no significant differences at baseline in the distri-
and dynamic balance. The outcome measure of the TUG bution of characteristics among the participants in the
test is the time required for a person to rise from a chair, intervention group and the control group with regard to
walk 3 m, turn around, walk back to the chair, and sit age, gender, affected side, types of stroke, duration after
down. The TUG test has excellent reliability (Intraclass stroke, MMSE score, or Brunnstrom stage of recovery.
Correlation Coefficient > .95).15 The 10mWT is recom- Pre- and post-intervention scores on the primary and
mended to assess functional walking capacity; the test secondary outcomes are reported in Table 3. Scores on
has high inter- and intra-rater reliabilities.16 In the 10mWT, the FMA-LE, BBS, TUG, and 10mWT improved from base-
participants are instructed to walk at a comfortable pace, line over the 6 weeks of training in both the intervention
and the time taken to travel 10 m is recorded with a stan- group and the control group. Pre-to-post difference scores
dard stopwatch. Participants are allowed to use their usual on the FMA-LE for the intervention group were not sig-
walking devices during the test. nificantly greater than those for the control group. However,
for the BBS, TUG, and 10mWT, the intervention group
demonstrated significant improvement as compared with
Sample Size Calculation
the control group (P < .05).
Using the G Power 3.1 statistical tool to achieve a sta-
tistical power of 80% with statistical significance at P < .05 Discussion
(2-tailed test) and a large effect size of r = .8 (based on
Main Findings
FMA results and the minimal detectable difference [MDC]
of a previous study and 10% attrition rate),17 a total sample To our knowledge, this was the first study to evalu-
size of 30 participants was required in the present trials. ate the effects of VR training using the Xbox Kinect system
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VIRTUAL REALITY TRAINING USING XBOX KINECT 5

Figure 1. Flow diagram of the present study.

Table 2. Characteristics of participants in the intervention group and the control group

Intervention group (n = 10) Control group (n = 10)

Age, y, mean (SD) 62.00 ± 17.14 65.30 ± 10.51


Gender (male/female) 5/5 5/5
Affected side (left/right) 4/6 7/3
Type of stroke (infarct/hemorrhage) 8/2 5/5
Duration after stroke 10.78 ± 7.06 14.10 ± 7.73
MMSE 23.40 ± 4.12 24.00 ± 2.94
Brunnstrom stage (stage 3/4/5/6) 2/2/3/3 3/3/2/2
Compliance rate (%) 92.30 ± 13.53 83.75 ± 15.64

Abbreviations: MMSE, Mini–Mental State Examination; SD, standard deviation.


Values are mean ± SD or mode.

on the motor recovery of patients with hemiplegic stroke. Previous studies have reported improved upper ex-
The most important finding of the present study was that tremity function in patients with stroke following use of
additional VR training using the Xbox Kinect can be a commercial VR gaming systems, much like the Kinect
positive intervention for improving motor function. system with its open-source–based VR game repertoire

Table 3. Baseline and post-intervention scores, within and between groups

Intervention group (n = 10) Control group (n = 10)


Between
Pretest Posttest △Values Pretest Posttest △Values groups i

FMA-LE 16.30 ± 10.52 26.10 ± 7.31 −9.80 ± 4.85* 21.30 ± 8.82 27.50 ± 5.19 −6.20 ± 5.22* −3.60 ± 2.25 −1.597
BBS 35.80 ± 8.61 50.00 ± 6.27 14.20 ± 4.26* 37.30 ± 11.98 44.70 ± 7.47 7.40 ± 5.78* 6.80 ± 2.27 2.995*
TUG 44.35 ± 33.49 44.93 ± 27.41 −7.79 ± 3.98* 44.93 ± 27.41 41.16 ± 27.68 −3.78 ± 4.51* −4.01 ± 1.90 −2.107*
10mWT 57.14 ± 22.61 44.73 ± 20.87 −12.41 ± 5.60* 53.90 ± 26.06 47.77 ± 22.98 −6.13 ± 4.68* −6.29 ± 2.31 −2.725*

Abbreviations: 10mWT, 10-meter Walk Test; BBS, Berg Balance Scale; FMA-LE, Fugl–Meyer Assessment of Lower Extremity; TUG,
Timed Up and Go.
Values are mean ± SD.
*P < .05.
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6 D.-S. PARK ET AL.
18
that was used in our study. Additionally, commercial score correlated with the strength of the affected ankle
Microsoft Xbox Kinect games (table tennis, Light Race, plantar flexors (r = −.860), gait parameters (.620 < r < −.900),
20,000 Leaks) have been shown to improve dynamic and walking endurance (r = −.960).14 VR training can
balance training in children with degenerative ataxia.9 The improve walking endurance and walking function through
evaluation of VR training for lower extremity function increased activities and participation in games. The MDC
has not been reported. The reason for this may be that, of TUG was 7.84 in a previous study.17 In our study, there
because of impairments in balance, it is difficult to leave were significant improvements in TUG scores in both
patients with hemiplegic stroke alone when they are using groups after training; however, the change in TUG scores
Kinect-based games. As a therapist is usually required of the patients in the control group did not exceed the
to assist the patient, the Kinect sensor can make an error MDC threshold. The minimal detectable change on the
in distinguishing the patient from the assistant. In ad- FMA-LE score in patients with chronic stroke is 3.57, or
dition, the Xbox Kinect game requires a fast response time a 14% change from baseline.17 The increased FMA score
that might be difficult for some patients to achieve during demonstrated was due to increased isolated movements.
rehabilitation. Also, the therapist’s help is needed to start Evidence from our trial supports the use of addition-
and restart the commercial Kinect-based game. al VR training with the Xbox Kinect gaming system as
In spite of these limitations, the completeness and good an effective therapeutic approach for improving motor
graphic quality of the Kinect commercial gaming system function during stroke rehabilitation.
provides an immersive environment that is fun and ex-
trinsically motivating for participants, offering an alternative
to programs of repetitious exercise that are often per- Limitations
formed in front of a mirror, and can provide low intrinsic The limitations of our study need to be considered. First,
motivation. In addition, VR systems used in rehabilita- the dose of intervention was not the same between the
tion provide feedback to assist patients in performing a 2 groups. As such, we could not conclude whether the
task and can be used with little or no risk or burden of VR training method is a more effective approach than
high cost. The feedback on performance provided by the conventional therapy. Second, we included only pa-
Xbox Kinect systems is based on the movement of the tients with a first instance of stroke who had not suffered
player; this is an advantage, as it replicates the real move- any cognitive impairment. Therefore, the results of this
ment of the patient’s impaired extremity rather than study may not be generalizable to patients with stroke,
replacing it with visually normal movement. Various ver- such as those who have undergone multiple strokes. Third,
sions of Kinect have been reported to have rehabilitative the benefit observed in the VR training group may have
functions, and the Kinect-based game console can be used been influenced by the total intervention time for them
for stroke patients. In the present study, a combination being more than that for the control group. Finally, there
of 2 games (the Kinect Sports Pack and the Kinect Sports were some errors in feedback introduced by the limita-
Pack 2) was used for stroke patients. The programs re- tions of the Kinect sensor to differentiate the participant
quired active movements, and the participants usually from the therapist providing assistance. Future studies
performed the active movements of the hip, knee, or ankle, evaluating the therapeutic effectiveness of the Xbox Kinect
as well as the upper extremity, on the affected side. VR system in stroke rehabilitation will need to correct for
training may have contributed to the improvements in these limitations. We also recommend that the provi-
balance and gait function observed in the participants in sion of a harness to assist shoulder movement and gait
the intervention group by encouraging more intense con- aids to assist standing balance be considered for pa-
centration on the task, which could increase motor tients with severe motor impairment. This would allow
learning19 and enhance the physical performance of in- these patients to safely play the game. The harness will
dividuals with stroke during activities of daily living.20 need to be developed to limit recognition error by the
Previous research has shown that repetitive movement Kinect sensor.
of the hemiplegic lower extremity increases neural
plasticity.20 Wüest et al21 used a 12-week VR training
program consisting of 5 rehabilitation games for balance References
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