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Updated: Aug 19, 2025

Using Virtual Reality to Transfer Motor Skill Knowledge from One Hand to Another
Published on: September 18, 2017
Hand-Arm Bimanual Intensive Training in Virtual Reality: A Feasibility Study
James E Gehringer1, Elizabeth Fortin, Swati M Surkar
1Virtual Reality Laboratory (Dr Gehringer) and Departments of Physical Therapy (Drs Gehringer, Fortin, and Jensen-Willett) and Occupational Therapy (Dr Pleiss), Munroe-Meyer Institute, University of Nebraska Medical Center, Omaha, Nebraska; Department of Physical Therapy (Dr Surkar), East Carolina University, Greenville, North Carolina; Division of Physical Therapy Education (Dr Hao), Allied Health Professionals, University of Nebraska Medical Center, Omaha, Nebraska.
Objective:
The aim of the study was to evaluate the feasibility of virtual reality (VR) software built using the core concepts of hand-arm bimanual intensive training (HABIT) for improving upper extremity motor function in children with cerebral palsy (CP).
Methods:
Eight children with CP participated in a 10-day, 40-hour HABIT program. Half of the time custom VR software, HABIT-VR was used. The children's motor skills were assessed pre- and postintervention with the Assisting Hand Assessment, Box and Blocks Test, and Nine-Hole Peg Test.
Results:
The children had significant and clinically relevant changes in the Assisting Hand Assessment and Box and Blocks Test; however, Nine-Hole Peg Test scores did not change with intervention.
Conclusion:
These data suggest that combining traditional HABIT strategies with HABIT-VR games improve upper extremity function and gross motor skills but not fine motor skills.

