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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.
Virtual reality (VR) software based on hand-arm bimanual intensive training (HABIT) shows promise for improving gross motor skills in children with cerebral palsy (CP). However, it did not significantly enhance fine motor skills in this study.
Area of Science:
- Pediatric Rehabilitation
- Neuroscience
- Virtual Reality Applications
Background:
- Cerebral palsy (CP) often impairs upper extremity motor function in children.
- Traditional Hand-Arm Bimanual Intensive Training (HABIT) is effective but resource-intensive.
- Virtual reality (VR) offers a novel approach to enhance therapeutic interventions.
Purpose of the Study:
- To assess the feasibility of a VR software, HABIT-VR, for children with CP.
- To evaluate the efficacy of HABIT-VR in improving upper extremity motor function.
- To compare the outcomes of traditional HABIT combined with VR versus traditional methods alone.
Main Methods:
- Eight children with CP underwent a 10-day, 40-hour HABIT program.
- Custom VR software, HABIT-VR, was utilized for 50% of the training duration.
- Motor skills were assessed pre- and post-intervention using standardized tests (Assisting Hand Assessment, Box and Blocks Test, Nine-Hole Peg Test).
Main Results:
- Significant, clinically relevant improvements were observed in the Assisting Hand Assessment and Box and Blocks Test.
- No significant changes were noted in the Nine-Hole Peg Test scores post-intervention.
- The combined approach demonstrated benefits for gross motor skills and overall upper extremity function.
Conclusions:
- Combining traditional HABIT with HABIT-VR games is feasible and beneficial for improving upper extremity function and gross motor skills in children with CP.
- HABIT-VR shows potential as an adjunct therapy but may not be sufficient for enhancing fine motor skills alone.
- Further research is warranted to optimize VR interventions for specific motor deficits in pediatric CP.

