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Effects of immersive virtual reality on upper limb function in subjects with multiple sclerosis: A cross-over study
Rita Bertoni1, Fabiola Giovanna Mestanza Mattos2, Micaela Porta3
1IRCSS Fondazione Don Carlo Gnocchi, Via Capecelatro 66, Milano 20148, Italy.
Multiple Sclerosis and Related Disorders
|July 7, 2022
Summary
Immersive virtual reality (VR) rehabilitation improved gross manual dexterity in people with multiple sclerosis (PwMS). However, VR did not enhance fine motor skills, strength, or daily living activities, and usability was moderate.
Area of Science:
- Neurorehabilitation
- Human-Computer Interaction
- Biomedical Engineering
Background:
- Upper limb dysfunction is prevalent in people with multiple sclerosis (PwMS), impacting daily activities.
- Investigating immersive virtual reality (VR) for bilateral upper limb rehabilitation in PwMS.
Purpose of the Study:
- To assess the feasibility and effectiveness of an immersive VR system for upper limb rehabilitation in PwMS.
- To evaluate the impact of VR on gross and fine motor skills, hand strength, and self-reported functional ability.
Main Methods:
- A crossover study involving 20 PwMS with two sequences: Treatment-Waiting List (T-WL) and Waiting List-Treatment (WL-T).
- Participants underwent 12 VR rehabilitation sessions over 4 weeks using an Oculus Rift system.
- Outcomes included the Box and Blocks Test (BBT), Nine Hole Peg Test (NHPT), handgrip strength, and patient-reported scales (MAM-36, MFIS, SUS).
Main Results:
- Significant improvements were observed in gross manual dexterity (BBT) for the less affected limb.
- No significant improvements were found in the most affected limb, fine motor skills (NHPT), or handgrip strength.
- Patient-reported outcomes (MFIS, MAM-36) showed no significant changes.
- The System Usability Scale (SUS) indicated moderate usability, with lower scores for user-friendliness.
Conclusions:
- Immersive VR rehabilitation can enhance gross manual dexterity in the less affected limb of PwMS.
- Improvements did not extend to fine motor skills, hand strength, or perceived ability in daily living activities.
- The moderate usability suggests potential for VR in neurorehabilitation, but user-friendliness requires further attention.

