peter wilson school of psychology, australian catholic university melbourne campus a developmental...
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Peter Wilson
School of Psychology,
Australian Catholic University
Melbourne Campus
A developmental cognitive neuroscience perspective on motor rehabilitation: The case for VR-augmented
therapy
Peter H. Wilson1, Dido Green2, Jonathan Duckworth2, Jan Piek4
1School of Psychology, ACU, Melbourne, Australia2School of Occupational Therapy, Oxford-Brookes University, Oxford UK
3Creative Media & Communication, RMIT University, Melbourne4Curtin University, Perth, Australia
Collaborating Team
Aims1. Sketch the core processes that help explain motor
development (and deviations from it)
2. Present a conceptual model for VR-based, paediatric movement rehabilitation
3. Highlight the importance of multimodal augmented feedback in training predictive control
What processes drive typical skill development in children?
Body schema – linked to multimodal integration
Internal modeling –
Mapping output signals and their effects on the body
Enables prediction and online control
Prediction develops rapidly over childhood:
Force control
Postural adjustments
Online control
Progressive integration of feedback & feedforward mechanisms; well
developed by 8-9 years.
Developmental Coordination DisorderDCD = Motor clumsiness in children, not explained by a medical condition (like MS, etc.)
DSM-V category
Issues
What are core deficits?
Is there a neural locus?
Is severe DCD a mild form of CP??
Modeling atypical development: A multi-level perspective
Sx of DCD Sx of DCD
Atypical movement patternsAtypical movement patterns
Neurocognitive deficitNeurocognitive deficit
Atypical neural maturationAtypical neural maturation
Genetic markersGenetic markers
E
N
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O
N
M
E
N
T
Key levels of analysis
• Maturational integrity of the CNSMaturational integrity of the CNS
• Motor control mechanismsMotor control mechanisms
• Biomechanics: kinetics & kinematicsBiomechanics: kinetics & kinematics
• Cognitive control mechanisms Cognitive control mechanisms
• Energetics – arousal, motivation, etc. Energetics – arousal, motivation, etc.
• OthersOthers
Top-down is still important
Meta-Analysis
Aims
1.Quantitative review of the published performance data since 1997
2.Identify the motor control, learning, and cognitive control deficits that best discriminate between children with and without DCD
3.Identify patterns that suggest causal mechanisms
Wilson et al. (in press). Developmental Medicine & Child Neurology.
Contributing Studies
Final “sample” of studies = 129.
1785 effect sizes
Main Findings - Motor Control
The main motor control deficits relate to:
1. Predictive control / forward internal modeling
> 5 categories with v. high effect size (d > 1.0)
2. Timing and coordination of interceptive actions
3. Postural stabilisation, adjustment & anticipation
4. Rhythmic coordination
5. Gait dynamics
Neuro-computational model 1
Magescas et al. (2009)
Limb Movement
Error signal
Error signal (used to train the model = learning)
efference copy
Effector Movement
Sensory Feedback
Error signal
Motor Command
Intended State
Controller [maps perception to
movement]
Forward Model [maps movement to perception]
Estimated Actual State (or sensed state)
Predicted State (Parietal &
Cerebellum)
Goal (Frontal &
ACC) Affordances coordinate
transformations (Parietal: IPS)
Neuro-computational model 2
Forward modeling – the simple one!
From Nowak (2007)
Issues for Treatment
Practice does not guarantee skill in CP and DCD!
Excess neural noise greater performance variability in DCD
Feedback dependency in DCD, with costs for speed & online control
Need techniques that will build predictive control
Concurrent augmented feedback + Attentional cuing.
Augmented FeedbackForms of AF
Knowledge of Results (KR)
Knowledge of Performance (KP), and
Concurrent AF (C-AF).
The benefits of AF are well documented mainstream motor learning (Carson and Kelso 2004; Gordon & Magill 2012).
rehabilitation of brain injury (Winstein, Wing et al. 2003; van Vliet & Wulf, 2006).
BUT, the quality of evidence varies.
Little is known a/b the relative effect of visual, verbal, video and kinematic feedback, and optimal scheduling.
How does C-AF work?
C-AF (which promotes an external focus of attention) can assist recovery of upper-limb function in ABI (e.g., Quaney et al. 2010).
C-AF may do so by training motor prediction (aka forward modeling) – empirical question.
Sobering is the fact that most verbal instructions (esp. in clinical settings) are likely to induce an internal focus of attention (Durham, Van Vliet et al. 2009).
Training (motor) prediction using C-AF
C-AF serves two main purposes: 1.Provides children with additional input on the outcomes of their actions: reinforces the relationship b/n motor output & consequence. builds body schema
2.Encourages the child to focus their attention on the effects of their movement (Wulf & Prinz 2001).
Hypothesis: VR-augmented therapy works by training predictive control (and associated body schema “knowledge”)
Virtual workspace design – Embodied interaction
VR-based systems are the perfect vehicle for C-AF:
Multimodal C-AF
Aesthetic design
Intuitive (tangible) interfaces
Client-centred
Augmented Feedback
Exploratory interaction / “training”
Exploratory Tasks – Squiggles
Exploratory Tasks – Mixer
Exploratory Tasks – Swarm
Multimodal AF works in paediatric rehab (but is part of a treatment package)!
Green & Wilson (2011) - Mixed hemiplegic group
Green, Wilson, & Lin (2012) – As above
BUT, we still don’t know the relative impact of different components of the system
FIN
System measuresAccuracy
% overlap b/n target & object
Movement SpeedRate of movement (m/s)
EfficiencyDeviation of object from straight line path % score
Within-group Evaluation
Within-group design
Performance assessed at 3 time points:
Pre-test 1 4 weeks before VR therapy
Pre-test 2 Immediately before VR therapy
Post-test Immediately after 4 weeks of VR therapy
Participants9 patients (5 male) with severe TBI, recruited from
Epworth Hospital, Melbourne.
Age range: 23 – 49 years.
Note: Both L-R side affected, but L somewhat more in 6/10
PTA range: 28 – 630 days.
Inclusion criteria < 50 y-o Score of 2+ for muscle activity, Oxford Scale Cognitively able to understand the program, and provide consent
System measures
Accuracy
Movement Speed
Efficiency
Standardised measures
(1) Box and Block testblocks moved in 60 s
(2) McCarron Assessment of Neuromuscular Dysfunction (MAND)• Timed nuts-&-bolts task = Bimanual
Neurobehavioral Functioning Inventory (NFI)
A measure of cognitive & functional impairments in TBI. Sub-scales are:
Depression
Somatic
Memory/attention
Communication
Aggression
Motor
Adapted Presence Questionnaire Sub-scales:
• Involvement/Control - engagement & ability to exert control
• Interface Quality – how intuitive and easy to use
• Distraction – ability to “isolate” user from external environ’t.
• Sensory factors - richness of VE & multimodal info.
5-point Likert scale (1=not at all; 5=a great deal).
Results
Data analysis
Planned comparisons for 6 DVs
Pre-Test Contrast - Pre1 vs. Pre2
Pre-Post Contrast – (Pre1, Pre2) vs. Post
Subjective evaluation of the exploratory VEsAveraged over the three exploratory environments, mean
ratings were:
Involvement/Control - 3.90 (SD=0.54)
Interface Quality - 4.13 (SD=0.06)
Distraction - 4.84 (SD=0.15)
Sensory factors - 4.00 (SD=0.18)
Conclusions
VR-based therapy “value adds” to upper limb rehab for TBI
Training effects tend to be task-specific, with some functional gains, BUT
Training effects more mixed on standardised measures. Why? Bimanual performance was not targeted by our system. (See also other VR work).
Subjective evaluation of the exploratory VEs
High presence engendered by the exploratory VEs, esp. task involvement / control. Sensory stimulation was strong Engagement was high, & distraction low Sense of control
Motivational incentive for patients in creating their own feedback effects (visual and auditory).
The combination of goal-based and exploratory environments holds great promise.
Where to from here?
Paediatric VR
Re-Action Project (London) – Green, Lin, & Wilson
Soft Graspable User Interfaces
The art and science of interface designAffordance, tactility, curiosity, play
Co-located environments
The power of social facilitation and cooperation
“WOW! Where’d you get
that move
from?”
Never you mind. I’ve
been practising!
Blending motor & cognitive virtual rehabilitation
FIN