{"id":{"repo_id":"uiuc","oai_identifier":"oai:www.ideals.illinois.edu:2142/105099"},"canonical_url":"https://search.dev.ndltd.org/etd/uiuc/oai:www.ideals.illinois.edu:2142/105099","repository":{"repo_id":"uiuc","name":"University of Illinois - Urbana-Champaign","base_url":"https://www.ideals.illinois.edu/oai-pmh"},"display":{"title":"Development of a virtual reality video game using principal component analysis to map isometric force efforts for haptic feedback: A proof of concept","abstract":"Cerebral palsy is a developmental movement disorder that is associated with antenatal, perinatal, or postnatal trauma to the central nervous system and manifests peripherally. The kind of cerebral palsy a person displays can be classified in multiple ways, focusing on the tonicity, movement behavior, and location of atypical movement. One subtype of cerebral palsy, dystonic cerebral palsy, is particularly difficult to treat and manage as little is known on therapeutic methods that work with children with dystonia. Treatments that show promise, such as deep brain stimulation, are invasive procedures; non-invasive therapies that significantly improve the comfort of children with dystonic cerebral palsy is a needed area of study. This thesis outlines the process by which a virtual reality video game was concepted, developed, and tested as a novel non-invasive mode for selective motor control training, which can be poor in children with cerebral palsy. The game is also targeted to children with dystonic cerebral palsy by reducing the range of motion necessary for gameplay as well as by increasing motivation by using a robotic interface and virtual reality head mounted display. The game is played by interacting with a force/torque sensor mounted onto the end effector of the robot and force feedback is given real time as participants aim to match force targets in a lower dimensional space. Preliminary results of a typically developing child indicate lower error during gameplay over six trials as well as between levels of the game. These results show promise of motor learning of specific force tasks as well as possibly confirm that the game requires progressively increasing selective motor control for task completion.","abstract_html":"Cerebral palsy is a developmental movement disorder that is associated with antenatal, perinatal, or postnatal trauma to the central nervous system and manifests peripherally. The kind of cerebral palsy a person displays can be classified in multiple ways, focusing on the tonicity, movement behavior, and location of atypical movement. One subtype of cerebral palsy, dystonic cerebral palsy, is particularly difficult to treat and manage as little is known on therapeutic methods that work with children with dystonia. Treatments that show promise, such as deep brain stimulation, are invasive procedures; non-invasive therapies that significantly improve the comfort of children with dystonic cerebral palsy is a needed area of study. This thesis outlines the process by which a virtual reality video game was concepted, developed, and tested as a novel non-invasive mode for selective motor control training, which can be poor in children with cerebral palsy. The game is also targeted to children with dystonic cerebral palsy by reducing the range of motion necessary for gameplay as well as by increasing motivation by using a robotic interface and virtual reality head mounted display. The game is played by interacting with a force/torque sensor mounted onto the end effector of the robot and force feedback is given real time as participants aim to match force targets in a lower dimensional space. Preliminary results of a typically developing child indicate lower error during gameplay over six trials as well as between levels of the game. These results show promise of motor learning of specific force tasks as well as possibly confirm that the game requires progressively increasing selective motor control for task completion.","abstract_has_math":false,"creators":["McNish, Reika N."],"institution":"University of Illinois at Urbana-Champaign","degree_name":"M.S.","degree_level":"Thesis","degree_discipline":"Kinesiology","degree_department":null,"school":null,"contributors":["López-Ortiz, Citlali","Chembrammel, Pramod"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2019,"date_issued":"2019-08-23T20:36:12Z","date_published":"2019-08-23T20:36:12Z","updated_at":"2026-07-22T22:24:44Z","subjects":["Cerebral Palsy","Dystonia","Motor Skills","Muscle Spasticity","Randomized Controlled Trial","Rehabilitation","Robotics","Sensory Feedback","Video game","Virtual Reality","Mixed Reality"],"languages":["en"],"rights":["© 2019 Reika Nicole McNish"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/2142/105099","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["López-Ortiz, Citlali","Chembrammel, Pramod"]},{"key":"dc:creator","label":"Author","values":["McNish, Reika N."]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2019-08-23T20:36:12Z","2021-08-24T09:15:28Z","2019-04-25","2019-05"]},{"key":"dc:type","label":"Dc Type","values":["text"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Kinesiology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.S."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Illinois at Urbana-Champaign"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Cerebral Palsy","Dystonia","Motor Skills","Muscle Spasticity","Randomized Controlled Trial","Rehabilitation","Robotics","Sensory Feedback","Video game","Virtual Reality","Mixed Reality"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["© 2019 Reika Nicole McNish"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/2142/105099"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Cerebral palsy is a developmental movement disorder that is associated with antenatal, perinatal, or postnatal trauma to the central nervous system and manifests peripherally. The kind of cerebral palsy a person displays can be classified in multiple ways, focusing on the tonicity, movement behavior, and location of atypical movement. One subtype of cerebral palsy, dystonic cerebral palsy, is particularly difficult to treat and manage as little is known on therapeutic methods that work with children with dystonia. Treatments that show promise, such as deep brain stimulation, are invasive procedures; non-invasive therapies that significantly improve the comfort of children with dystonic cerebral palsy is a needed area of study. This thesis outlines the process by which a virtual reality video game was concepted, developed, and tested as a novel non-invasive mode for selective motor control training, which can be poor in children with cerebral palsy. The game is also targeted to children with dystonic cerebral palsy by reducing the range of motion necessary for gameplay as well as by increasing motivation by using a robotic interface and virtual reality head mounted display. The game is played by interacting with a force/torque sensor mounted onto the end effector of the robot and force feedback is given real time as participants aim to match force targets in a lower dimensional space. Preliminary results of a typically developing child indicate lower error during gameplay over six trials as well as between levels of the game. These results show promise of motor learning of specific force tasks as well as possibly confirm that the game requires progressively increasing selective motor control for task completion.","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2021-05-01","The student, Reika McNish, accepted the attached license on 2019-04-25 at 11:42.","The student, Reika McNish, submitted this Thesis for approval on 2019-04-25 at 12:00.","This Thesis was approved for publication on 2019-04-25 at 16:44.","DSpace SAF Submission Ingestion Package generated from Vireo submission #13912 on 2019-08-22 at 15:08:38","Made available in DSpace on 2019-08-23T20:36:12Z (GMT). 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The game is also targeted to children with dystonic cerebral palsy by reducing the range of motion necessary for gameplay as well as by increasing motivation by using a robotic interface and virtual reality head mounted display. The game is played by interacting with a force/torque sensor mounted onto the end effector of the robot and force feedback is given real time as participants aim to match force targets in a lower dimensional space. Preliminary results of a typically developing child indicate lower error during gameplay over six trials as well as between levels of the game. These results show promise of motor learning of specific force tasks as well as possibly confirm that the game requires progressively increasing selective motor control for task completion.","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2021-05-01","The student, Reika McNish, accepted the attached license on 2019-04-25 at 11:42.","The student, Reika McNish, submitted this Thesis for approval on 2019-04-25 at 12:00.","This Thesis was approved for publication on 2019-04-25 at 16:44.","DSpace SAF Submission Ingestion Package generated from Vireo submission #13912 on 2019-08-22 at 15:08:38","Made available in DSpace on 2019-08-23T20:36:12Z (GMT). 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