The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study
<i>Background and Objectives</i>: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. <i>Materials and Methods</i>...
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MDPI AG
2025-04-01
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| Online Access: | https://www.mdpi.com/1648-9144/61/4/668 |
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| author | Tuba Maden Halil İbrahim Ergen Zarife Pancar Antonio Buglione Johnny Padulo Gian Mario Migliaccio Luca Russo |
| author_facet | Tuba Maden Halil İbrahim Ergen Zarife Pancar Antonio Buglione Johnny Padulo Gian Mario Migliaccio Luca Russo |
| author_sort | Tuba Maden |
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| description | <i>Background and Objectives</i>: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. <i>Materials and Methods</i>: This study aimed to investigate the effects of VR-based task-oriented movement on the upper extremity of healthy individuals. A total of 26 healthy individuals performed task-oriented movements in both real and virtual environments in a randomized order. All participants completed a single session of task-oriented movements using a VR Goggle system in a virtual setting. Physiotherapists designed immersive VR-based experiences and 3D screen-based exergames for this study. Upper extremity function was assessed using several measures: joint position sense (JPS) of the wrist and shoulder was evaluated using a universal goniometer, reaction time was measured via a mobile application, and gross manual dexterity was assessed using the box-and-block test (BBT). Evaluations were conducted before and after the interventions. <i>Results</i>: The results showed that JPS remained similar between conditions, while BBT performance improved in both groups. However, the reaction time increased significantly only after VR intervention (<i>p</i> < 0.05). No significant period or carryover effects were observed across the parameters. These findings suggest that VR-based task-oriented training positively influences reaction time and supports hand function. Moreover, VR systems that simulate joint position sense similar to real-world conditions may be beneficial for individuals with musculoskeletal motor deficits. <i>Conclusions</i>: These results highlight the potential for integrating VR technology into rehabilitation programs for patients with neurological or orthopedic impairments, providing a novel tool for enhancing upper extremity function and injury prevention strategies. |
| format | Article |
| id | doaj-art-10a96eb3c4b343a8aa284dfb6c93eb28 |
| institution | DOAJ |
| issn | 1010-660X 1648-9144 |
| language | English |
| publishDate | 2025-04-01 |
| publisher | MDPI AG |
| record_format | Article |
| series | Medicina |
| spelling | doaj-art-10a96eb3c4b343a8aa284dfb6c93eb282025-08-20T03:13:50ZengMDPI AGMedicina1010-660X1648-91442025-04-0161466810.3390/medicina61040668The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover StudyTuba Maden0Halil İbrahim Ergen1Zarife Pancar2Antonio Buglione3Johnny Padulo4Gian Mario Migliaccio5Luca Russo6Department of Physiotherapy and Rehabilitation, Faculty of Health Sciences, Gaziantep University, 27050 Gaziantep, TurkeyDepartment of Physiotherapy and Rehabilitation, Faculty of Health Sciences, Gaziantep University, 27050 Gaziantep, TurkeyDepartment of Physical Education and Sport, Faculty Sport Science, Gaziantep University, 27310 Gaziantep, TurkeyDepartment of Theoretical and Applied Sciences, eCampus University, 22060 Novedrate, ItalyDepartment of Biomedical Sciences for Health, Università degli Studi di Milano, 20133 Milan, ItalyDepartment of Human Sciences and Promotion of the Quality of Life, San Raffaele Rome Open University, 00166 Rome, ItalyDepartment of Theoretical and Applied Sciences, eCampus University, 22060 Novedrate, Italy<i>Background and Objectives</i>: Although virtual reality (VR) has been shown to be effective in rehabilitation through motor learning principles, its impact on upper extremity function, particularly in the context of console use, remains unclear. <i>Materials and Methods</i>: This study aimed to investigate the effects of VR-based task-oriented movement on the upper extremity of healthy individuals. A total of 26 healthy individuals performed task-oriented movements in both real and virtual environments in a randomized order. All participants completed a single session of task-oriented movements using a VR Goggle system in a virtual setting. Physiotherapists designed immersive VR-based experiences and 3D screen-based exergames for this study. Upper extremity function was assessed using several measures: joint position sense (JPS) of the wrist and shoulder was evaluated using a universal goniometer, reaction time was measured via a mobile application, and gross manual dexterity was assessed using the box-and-block test (BBT). Evaluations were conducted before and after the interventions. <i>Results</i>: The results showed that JPS remained similar between conditions, while BBT performance improved in both groups. However, the reaction time increased significantly only after VR intervention (<i>p</i> < 0.05). No significant period or carryover effects were observed across the parameters. These findings suggest that VR-based task-oriented training positively influences reaction time and supports hand function. Moreover, VR systems that simulate joint position sense similar to real-world conditions may be beneficial for individuals with musculoskeletal motor deficits. <i>Conclusions</i>: These results highlight the potential for integrating VR technology into rehabilitation programs for patients with neurological or orthopedic impairments, providing a novel tool for enhancing upper extremity function and injury prevention strategies.https://www.mdpi.com/1648-9144/61/4/668virtual realityupper extremityreaction timejoint position sensetask-oriented |
| spellingShingle | Tuba Maden Halil İbrahim Ergen Zarife Pancar Antonio Buglione Johnny Padulo Gian Mario Migliaccio Luca Russo The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study Medicina virtual reality upper extremity reaction time joint position sense task-oriented |
| title | The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study |
| title_full | The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study |
| title_fullStr | The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study |
| title_full_unstemmed | The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study |
| title_short | The Effects of Virtual Reality-Based Task-Oriented Movement on Upper Extremity Function in Healthy Individuals: A Crossover Study |
| title_sort | effects of virtual reality based task oriented movement on upper extremity function in healthy individuals a crossover study |
| topic | virtual reality upper extremity reaction time joint position sense task-oriented |
| url | https://www.mdpi.com/1648-9144/61/4/668 |
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