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Leap motion controlled videogame-based

therapy for rehabilitation of elderly patients


with subacute stroke: a feasibility pilot study
Marco Iosa1, Giovanni Morone1, Augusto Fusco1, Marcello Castagnoli1,2,
Francesca Romana Fusco3, Luca Pratesi1, Stefano Paolucci1
1
Clinical Laboratory of Experimental Neurorehabilitation, Fondazione Santa Lucia, I.R.C.C.S., Rome, Italy,
2
Scuola di Fisioterapia, Università di Roma, Tor Vergata, sede Fondazione Santa Lucia, Rome, Italy, 3Laboratory
of Neuroanatomy, Fondazione Santa Lucia, I.R.C.C.S., Rome, Italy

Background: The leap motion controller (LMC) is a new optoelectronic system for capturing motion of both
hands and controlling a virtual environment. Differently from previous devices, it optoelectronically tracks
the fine movements of fingers neither using glows nor markers.
Objective: This pilot study explored the feasibility of adapting the LMC, developed for videogames, to
neurorehabilitation of elderly with subacute stroke.
Methods: Four elderly patients (71.50+ 4.51 years old) affected by stroke in subacute phase were enrolled
and tested in a cross-over pilot trial in which six sessions of 30 minutes of LMC videogame-based therapy
were added on conventional therapy. Measurements involved participation to the sessions, evaluated by
means of the Pittsburgh Rehabilitation Participation Scale, hand ability and grasp force evaluated respect-
ively by means of the Abilhand Scale and by means of the dynamometer.
Results: Neither adverse effects nor spasticity increments were observed during LMC training.
Participation to the sessions was excellent in three patients and very good in one patient during the
LMC trial. In this period, patients showed a significantly higher improvement in hand abilities (P50.028)
and grasp force (P50.006).
Conclusions: This feasibility pilot study was the first one using leap motion controller for conducting a
videogame-based therapy. This study provided a proof of concept that LMC can be a suitable tool
even for elderly patients with subacute stroke. LMC training was in fact performed with a high level of
active participation, without adverse effects, and contributed to increase the recovery of hand abilities.
Keywords: Stroke rehabilitation, Virtual reality, Hand dexterity, Videogame-based therapy

Introduction and computer interface-based systems in rehabilita-


In a famous scene of science fiction movie ‘‘Minority tion, for a variety of impairments resulting from
Report,’’ the main character moves virtual objects lesions of the nervous system.2,3 One of the possible
just by moving his hands in midair, without touching targets is the population of patients with stroke, in
a keyboard or a controller. This technology recently particular with respect to the rehabilitation of func-
became available in reality. In fact, some devices for tions of the upper extremities.4
markerless movement capture have recently been Stroke is the leading cause of major adult disability
developed, mainly for game playing, with the aim of in Western Society.5 After stroke, a proper walking
facilitating immersion, imagination, and interaction recovery typically occurs only in about half of reha-
of the player with the virtual environment.1 bilitated patients,6 and the recovery of upper limb
The last few years have witnessed a significant functions is even poorer. It has been suggested that
increase in the applications of virtual reality this is due to inappropriate or inadequate therapeutic
interventions.7 In light of this, many new therapeutic
approaches in addition to conventional therapy, such
Correspondence to: G. Morone, Clinical Laboratory of Experimental as robotic interventions,8–11 peripheral or brain
Neurorehabilitation, Santa Lucia Foundation, I.R.C.C.S., Via Ardeatina 306,
00179 Rome, Italy. Email: g.morone@hsantalucia.it electrical stimulations,12 virtual reality,13 and other

ß W. S. Maney & Son Ltd 2015


306 DOI 10.1179/1074935714Z.0000000036 Topics in Stroke Rehabilitation 2015 VOL . 22 NO . 4
Iosa et al. Leap motion controller for stroke rehabilitation

emerging rehabilitative technologies have been It has also been reported that psychological features,
suggested.4–14 All these devices aim to enhance the such as anxiety and an external perceived recovery locus
effectiveness of rehabilitation with restorative or of control, negatively influence the rehabilitation
adaptive purposes, both as add-on or stand-alone outcome of robotic therapy, but not that of convention-
therapeutic interventions.15 al physical therapy.22 These aspects should be con-
There are many potential advantages in using sidered in proposing the new emerging technologies as
videogame-based therapy:1–4 the artificial environ- possible tools for neurorehabilitation.
ment can easily be modified, allowing for designing The Leap Motion Controller (LMCH; Leap Motion,
an optimal individualized therapy, it can provide Inc., San Francisco, CA, USA) is a new device suitable
functional, rich stimuli and a motivating context, for hand gesture controlled user interfaces not
increasing the active participation of the subject in specifically developed for rehabilitation, but for
his/her rehabilitation program. This, in particular, human–computer interaction especially related to
is a fundamental aspect for the outcome of rehabili- game playing. It can track both hands and all ten fin-
tation of patients with stroke in subacute phase.16 gers, modeling all physiological hand joints, and it
Virtual reality-based therapy could benefit from has to be positioned between the user and the computer
further development, wider diffusion and the pro- monitor as shown in Fig. 1. Because of its low cost, its
gressive cost reduction of 3D monitors and of optoe- reduced dimensions compared to other devices, and
lectronic markerless motion capture systems especially its easiness to use, absence of markers and
occurring in these last years.14–17 the captivating aspects of its technology, the number
However, limited positive results were found with of its potential applications is wide and includes video-
virtual reality and videogame-based therapy for game-based application also in neurorehabilitation.
patients compared to conventional rehabilitation tech- Similarly to other devices for videogame-based
niques. Previous reviews18,19 and also a recent therapy, the aim of its use could be increasing patients’
Cochrane13 described beneficial effects of virtual reality participation, both in terms of time spent in training
and interactive video-gaming in terms of an improve- and in terms of an active cognitively involvement in
ment in upper limb functions and a slightly better ability that training. But differently from the other devices,
to manage everyday activities, but not in terms of global LMC could allow for including in videogame-based
functions, grip strength or gait speed. Further, these therapies also elderly patients in subacute phase of
limited positive effects were found soon after the end stroke when most of them have cognitive impairments
of the treatment and it is not clear whether the effects (an exclusion criterion of studies using complex inter-
are long lasting.13 Moreover, cognitive requirements faces), are confined on wheelchair (an exclusion
needed for interaction with virtual environment greatly criterion of studies using for example, Sony Kinect or
diminished the possibility of using these devices for Nintendo Wii-Fit) and have difficulties in handling a
patients with severe central nervous system damage. controller (an exclusion criterion of studies using for
To date, many ongoing studies are being conducted at example Nintendo Wii hand controller). Furthermore,
the level of feasibility and proof-of-concept for using in it could enhance the time in which patients are involved
rehabilitation commercial devices not certified for in rehabilitation program. A previous study showed in
medical deployment, such as, by way of example, fact that inpatients spent only 13% of their daily time
Nintendo WiiH and Sony X-BoxH. Furthermore, most engaged in activities with the potential to improve
of these studies were performed on young patients and recovery of mobility and prevent complications,
in chronic phase of stroke for the narrow requirements whereas they are inactive and alone for more than
related to the use of these interfaces,13 The few studies 60% of time.23 The simplicity of LMC could facilitate
enrolling patients with subacute stroke and with a wide patients’ approach to technology, increasing their
age range (between 18 and 85 years) reported a low rate feeling of immersion into the virtual environment,
of subjects matching inclusion/exclusion criteria (such their imagination and the interaction with the virtual
as the ability of following the given instructions or the environment (being immersion, imagination and inter-
ability of standing alone) and completing the sessions action known as the three I’s of virtual reality1).
of videogame-based therapy: 15% in a study on the use The aim of this pilot study was to test the feasi-
of Nintendo Wii with hand controller20 and 29% in a bility, the compliance and the potential efficacy of
study on the use of Nintendo Wii-Fit with force plat- using a LMC-based system for enhancing the
form.21 Analogously to Nintendo Wii-Fit, also for recovery of paretic hand functions in a small
using Kinect of Sony XboxH, there is the need of enrolling group of elderly patients with ischemic stroke in
only patients able to stand alone. subacute phase.

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Iosa et al. Leap motion controller for stroke rehabilitation

Figure 1 The use of Leap Motion Controller. Above, on the left the patients is experiencing an enhanced feedback looking
the virtual hands together with real hands (under the left hand is visible the Leap Motion Controller), under that photo the
details of the LMC (the three lights are related to the three infrared light emitters, visible in the photo but not during the
exercise); on the right a schematic superimposition of virtual and real hand. Below, two examples of the performed game
during the training (in the supplementary online material a video shows the us of LMC).

Material and methods subacute phase (less than 3 months from the acute
Participants and study design event) with upper limb motor impairment due to
According to the aim of this study, inclusion criteria hemiparesis with ischemic lesions confirmed by com-
were: patients with first-ever ischemic stroke in puted tomography or magnetic resonance imaging,

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Iosa et al. Leap motion controller for stroke rehabilitation

and age w65 years. Exclusion criteria included the Because the aim of this study was to test the feasi-
presence of subarachnoid hemorrhages, sequelae of bility of LMC training in elderly patients also for
prior stroke or other chronic disabling pathologies, enhancing their time spent in rehabilitation, LMC-
Mini-Mental State Examination score v24, and based therapy was performed in addition and not
severe hemispatial neglect, as evaluated by a neurop- in substitution of conventional therapy.
sychologist. The main demographical and clinical During each session, patient sat in a front of a
characteristics of the patients enrolled in this pilot table on which there was a 27 inch monitor at a dis-
study are reported in Table 1 (the time from acute tance of about 0.80 m. The Leap Motion Controller,
event was lower than 2 months for all patients at was located between patient and monitor, as shown
the beginning of this study). in Fig. 1. The Leap Motion Controller consists of
A cross-over pilot trial was designed as shown in the three infrared light emitters and two infrared cam-
flowchart reported in Fig. 2. The four enrolled inpatients eras. Hence, the LMC can be categorized into optical
were monitored for four weeks during their rehabilita- tracking systems based on Stereo Vision. The LMC,
tion program, and six sessions of LMC training were in conjunction with its interface, delivers positions in
added to conventional therapy three times at week for Cartesian space of predefined objects, such as hands
two weeks, according to the doses reported in previous and fingers. The delivered positions are relative to the
studies.34,35 According to the cross-over design, two Leap Motion Controller’s center point, which is
patients performed LMC training in the first 2 weeks located at the position of the second infrared
and the other two in the second 2 weeks The study was emitter.24 The accuracy of LMC was 0.2 mm for
performed in accordance to the Declaration of Helsinki static objects and 1.2 mm for dynamic objects.24
about ethical principles for medical research involving While other devices, such as Microsoft KinectTM,
human subjects, and patients signed informed consent. can track large movements of the entire body, the
LMC captures fine hand movements, hence, it is
Conventional therapy potentially more suitable for training upper limb
As usually done in our neurorehabilitation hospital, fine movements and hand functions.
patients were involved in a conventional therapy pro- The initial standard calibration required by LMC
gram, formed by two daily sessions of physiotherapy, was performed before the beginning of videogame-
each one lasting 40 minutes, 5 days per week. based therapy and it took about 2 minutes. This cali-
One daily session was dedicated to arm and hand bration phase has been also used for allowing subject
training, focused on the facilitation of movements on to become familiar with the LMC technology.
the paretic side, upper-limb exercises for reaching and As shown in a video added to this paper as
grasping and for improving proprioception. The supplementary material, this technology has an
second daily physiotherapy aimed to improve intrinsic easiness that facilitates the understanding
balance, trunk stabilization, standing, weight transfer, of its use by the patient. Different types of
sitting, transferring, and when possible walking. videogames were used, progressively increasing in
complexity. Therapist explained the game to the
Training protocol patients and provided them all the needed
A LMC videogame-based training, specifically instructions, also showing what to do if necessary.
designed by a trained therapist, was added to six For example, in the game ‘‘caterpillar count’’
sessions of conventional rehabilitation therapy. The (right picture below in Fig. 1) therapist explained to
LMC-based training lasted 2 weeks, three times for the subject that he/she should move a caterpillar,
week. Each session lasted 30 minutes, during which moving his/her second finger, towards number fol-
the exercises were performed by paretic limb, and, lowing numerical sequence and collecting them to
in some exercises, also by non-paretic limb. make the caterpillar bigger. In the game ‘‘dots’’
(left picture below in Fig. 1), therapist explained to
Table 1 Demographical and clinical characteristics of the
the subject that he/she should form a geometric
patients
shape connecting different dots moving his hand
Side Barthel without passing more than one time for each dot.
Age Typeof of Index at
Patients (years) Sex Stroke hemiparesis admission The time to complete each session of the game was
recorded for both the hands.
P1 78 Female Ischemic Right 66 A therapist supervised the patient, explained the
P2 69 Male Ischemic Right 47
P3 68 Female Ischemic Right 80 objective of the game, and helped him/her focusing
P4 71 Male Ischemic Left 17 on the rehabilitative goals, correcting movements and

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Iosa et al. Leap motion controller for stroke rehabilitation

Figure 2 Flowchart diagram.

trunk posture, helping him/her when needed. The participation measured by means of Pittsburgh
target of this protocol was mainly related to improve Rehabilitation Participation Scale (PRPS).25 PRPS
upper limb and hand functional performances, to aug- is a six-point scale completed by the therapist, who
ment the interaction with the external environment evaluates patient’s participation in the therapy
(formed by virtual static and dynamic objects), to session scoring it as follows: 1, refusal or no partici-
facilitate the movements related to the activities of pation in any session; 2, no participation in at least
daily living. Hence, the training involved motor half of the sessions; 3, participation in most or all
training, as well as cognitive aspects related to exercises, but without maximal effort or not finishing
problem solving process involved in upper limb most exercises; 4, good participation in all exercises
motor control. with good effort and finishing most but not all exer-
cises; 5, very good participation in all exercises with
Assessment protocol and data analysis maximal effort and finishing all exercises; 6, excellent
The primary outcome measure of this study was the participation in all exercises with maximal effort,
compliance of patients assessed in terms of active finishing all exercises, and taking an active interest

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Iosa et al. Leap motion controller for stroke rehabilitation

in exercises and/or future therapy sessions (when in LMC training, we used a one-sample calculation
doubt, the lower rating was assigned). comparing the mean and standard deviation of the
Then, similarly to a previous pilot clinical trial and with-in subject differences with the zero-value setting
proof of principle study about the use of Nintendo alpha level at 0.05 and beta level at 0.20, for having a
WiiTM gaming system in rehabilitation,20 we also power of 80%. For variables found already statisti-
measured the total time spent by patients in the inter- cally significant, the power analysis was performed
vention compared to the planned one, the occurrence to calculate the probability to correctly reject the
of any training-related adverse events during the null hypothesis when it is false.
training sessions, any eventual increments of spasti-
city assessed by Modified Ashworth Scale at Results
shoulder, elbow and wrist level.26 None of the participants experienced any serious
Secondary outcome measures were related to the adverse event during the experimental trial, neither
efficacy of intervention. Motor ability was assessed when LMC was added to conventional therapy nor
at T0 (before the beginning of the trial), T1 (between when it was not added.
3rd and 4th sessions) and T2 (after the end of the The feasibility of using LMC in neurorehabilita-
trial). Hand dexterity was assessed using the nine- tion was estimated measuring the level of subject’s
hole peg test.27,28 Dynamometers were used for participation to the training, using the Pittsburgh
measuring grasp and pinch forces.29 Abilhand Scale Scale. The median scores recorded among the six
was used for assessing manual ability. Abilhand sessions of LMC training was 6 (meaning excellent
Scale consists of a structured interview in which participation) for three patients (P1, P3, P5) and 5
patients are asked to estimate the ease or difficulty (‘‘very good’’) for one patient (P2). None of the
in performing daily activities that require the use of patients asked to withdraw the trial sessions.
the upper limbs, whatever the strategies involved. On the contrary, three out of four patients (P1, P3,
Its scores were normalized converting raw ordinal P4) asked to prolong the LMC training also after
scores into linear measures of manual ability [this the planned 30 minutes in about half of the sessions.
normalization was performed by online rasch anal- During LMC training, spasticity was reduced of
ysis on the official site of this scale, obtaining a one point in the score of Modified Ashworth Scale
patient’s continuous measure in logits (PM)].30 at wrist and elbow level in one patient, and it was
Stroke Upper Limb Capacity Scale (SULCS) was unchanged in the other patients. A reduction of one
used for assessing upper limb capacity. SULCS con- point in Modified Ashworth Scale score was
sists of ten items related to arm capacity without, observed at shoulder level also in two patients
with basic and with complex hand capacities, each during the period in which they performed only
item having a possible score of 0 or 1.31 conventional therapy without the adjunction of
LMC training.
Data analysis With respect to the proof of concept of LMC training
Parametric statistics was used for describing (mean efficacy, the improvements in terms of hand (pinch and
and standard deviation) and analyzing continuous grasp) strength, hand ability and hand dexterity are
measures, whereas non-parametric statistics was shown in Fig. 3. In terms of hand strength, the main
used for describing (median and quartiles) and ana- changes occurred in grasp force: three patients
lyzing ordinal measures (such as the scores of clinical improved between T0 and T2, with bigger changes
scales). Hence, two-tail Student’s t-test was used to when LMC training was added to conventional therapy,
compare the changes recorded in continuous while one patient did not show any changes during the
measures during the period in which LMC was period with LMC training and worsened in the period
added to conventional therapy with those of the with conventional therapy alone. The changes were sig-
period in which it was not added. Wilcoxon signed nificantly different between the period with and that
ranks test was used to compare changes in ordinal without LMC training (P50.006). Fewer, and not sig-
measures. Finally, data were used to assess the mini- nificant, changes were observed in terms of pinch
mum number of subjects to involve in a further study strength (P50.540). Hand ability improved in all
having as primary outcome measure the efficacy of patients, with more evident changes occurring during
LCM-training using a sample size calculator. trial period with LMC training than during that without
Because our study had a cross-over design and it. The variations observed in period with LMC training
hence, we compared with-in subjects the differences compared to those observed in the period without LMC
between the period with and that without training were statistically significant (P50.042).

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Iosa et al. Leap motion controller for stroke rehabilitation

Figure 3 Results for each single patient about hand force (above, grip, and pinch strength assessed using dynamometers),
hand ability (in the middle, assessed by normalized Abilhand score), and hand dexterity (below, assessed by velocity in
completing the nine-hole peg test). Solid lines represent the periods in which LMC training has been added to conventional
therapy (between T0 and T1 for P1 and P2, and between T1 and T2 for P3 and P4). Dot-lines represent the periods without the
adjunction of LMC training.

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Iosa et al. Leap motion controller for stroke rehabilitation

Hand dexterity, assessed by velocity in completing Discussion


the 9HPT, improved in all patients from T0 to T2, and Our results showed that patients completed all the ses-
for all of them, improvements were more evident sions of LMC training with a level of participation
during LMC training (solid lines in Fig. 3) than during scored between very good and excellent. The increment
conventional therapy alone (dotted lines); however, of time spent by patients in daily rehabilitation probably
such changes were not statistically different contributed for providing a significant increase in their
(P50.181). The score of Stroke Upper Limb Capacity grasping force and hand ability. Despite the fact that
Scale was 10 for all the patients at all the three assess- other kinds of intervention could be used for increasing
ments and was hence not reported in Figure. Interest- this time, the LMC resulted a suitable technological tool
ingly, patient P2, who reported a median score at for being integrated into the therapy program.
Pittsburgh Scale lower than the other ones, was the The motor re-learning trend emerged quite evidently
one showing less improvement in hand dexterity and in Fig. 4, with the differences between paretic and non-
even a reduction in hand force, both with and without paretic hand progressively reduced until to reach the
LMC training. same time to complete the game at the end of LMC
Sample size calculation was performed for the data of sessions. Even though further studies are needed to
each one of the four variables reported showed in Fig. 3. demonstrate that effect, data sounds promising to sus-
Obviously, for the grasp strength and hand ability tain the need for specific therapies to treat hand
(assessed by Abilhand) the sample of four subjects disabilities.
resulted already sufficient, because of P values already We took into account also safety of using LMC
under the threshold of 0.05. For these two parameters, videogame-based therapy and monitored the possible
the power of the analyses resulted of 99% and 93%, adverse effects during training, including mild effects
respectively. For hand dexterity, assessed in terms of such as a possible increment of spasticity. However,
velocity in completing the nine hole peg test, the no patient experienced intervention-related adverse
needed sample size resulted of eight subjects. Finally, events, neither during LMC videogame-based therapy
for having a statistically significant difference in terms nor during the physical conventional therapy. Safety is
of pinch force the sample size should be of 52 subjects. an important issue for using in rehabilitation commer-
Figure 4 shows the time spent to complete one of the cial devices not specifically developed for medical use;
proposed game (caterpillar count, chosen as example however, it should be noted that, being LMC an optoe-
because it was the simplest game and it was used from lectronic system, patients just moved their hands in
the first LMC training session) as recorded in the first midair, without being in contact with the device. The
trial of each LMC session for the paretic and non-pare- absence of adverse effects was in accordance with the
tic hand. Despite the difficulty of the game progressively Cochrane revision on the use of virtual reality for reha-
increased, the difference between the performances of bilitation of patients with stroke, which highlighted that
the two hands was progressively reduced from the few adverse events were reported across studies and
third to the last session. those reported were relatively mild.13

Figure 4 The performance of patients with paretic hand (in blue), non-paretic hand (in grey), and their differences (in red) in
terms of mean and standard deviation of time spent to complete the trial.

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Iosa et al. Leap motion controller for stroke rehabilitation

In that Cochrane review,13 which reported about participation from very good to excellent,
19 studies involving 565 patients, significant improve- accompanied by significant improvement in motor
ments in the outcomes related to activity of daily outcomes even in elderly patients within 2 months
living, but not in grip strength, in respect of conven- from stroke event. It confirms the feasibility of
tional therapy, were observed. In our pilot study, we using LMC for neurorehabilitation also of this kind
also observed an increment in grasping force, prob- of patients for its intrinsic easiness. In fact, differ-
ably due to the fact that the LMC training is a ently from other devices, LMC neither needs any
motion tracking system that is specific for the hand marker/glow/controller, nor requires a subject able
and it can capture and reproduce all the physiologi- to stand alone.
cal finger degrees of freedom. Laver and colleagues It was important to test elderly subjects because
highlighted in that Cochrane as the sample sizes of they are usually less accustomed to computer tech-
the included studies were generally small and the nology and could have aging-related subclinical defi-
majority of participants were relatively young and cits in cognitive functions. Conversely, videogame
in chronic phase of stroke.13 The sample size of our therapy usually requires cognitive abilities such as
study was small as well, being a feasibility study, those related to selective attention, task switching,
but in contrast with other studies, we enrolled a multi-tasking problem solving, visual short-term
sample of elderly subjects in subacute phase of memory, spatial, and temporal attention for alert.31
stroke. This sample is more representative of the The progressive reduction of costs of motion capture
population of patients with stroke that are hospital- devices (such as Sony’s PlayStation EyeTM and PlaySta-
ized in a neurorehabilitation unit. Thus, it is concei- tion MoveTM, Nintendo’s Wii Remote PlusTM, and
vable that if LMC training was feasible for being Microsoft’s KinectTM) allows to use them in clinical
used with elderly patients and in subacute phase of rehabilitation.4–33 Hence, they have the potentiality to
stroke, it could very well be feasible in younger provide low-cost and motivating training. In fact,
patients and in chronic phase. despite these commercial systems were not specifically
Despite the limited evidence about the benefits of developed for rehabilitation, they matched some of
using virtual reality and interactive videogaming for the rehabilitation guidelines related to the use of mean-
improving upper limb recovery compared to the ingful functional activities, to retrain skills, for cognitive
same dose of conventional therapy alone,13 video- functions, and for the development of alternative (com-
game-based therapy could be feasibly used in combi- pensatory) motor strategies.33 The simplicity of a LMC
nation or as a suitable add-on to conventional system allows its use in addition to conventional therapy
therapy for increasing the time spent by patients in in a population of subjects normally elderly with physi-
activities potentially beneficial, especially if the cal and cognitive impairments.
alternative is to remain inactive.23 Our results The main limit of our study was the relatively small
showed that the LMC can be feasibly used in add- sample size. In light of this, the confidence in statistical
on to conventional therapy, even in elderly patients results, despite some of them significant, deserves
in subacute phase of stroke. In our pilot study, we caution. However, our data were helpful for evaluating
selected a low dose of videogame-based therapy the suitable sample size necessary for a study on the effi-
(six sessions of 30 minutes, three per weeks), but cacy of videogame-based therapy involving the use of
according to our results it is conceivable that this LMC. Our small sample size was sufficient to highlight
dose could be augmented without adverse effects. differences in terms of grasp force and hand ability,
The above Cochrane suggested the need of adminis- whereas it should be probably doubled (eight subjects)
tering at least 15 hours of videogame-based for highlighting if also hand dexterity improves.
treatments for achieving a good efficacy of the inter- Conversely, the size of sample found as needed for
vention.13 However, further studies should investi- pinch force seemed to suggest that LMC training can
gate the best dose of LMC training (in terms of not improve this function. Caution in relying on the
frequency, duration, and timing) when it has been LCM training effects is needed also because in subacute
added to conventional therapy in elderly patients in phase of stroke the effects of a treatment can be superim-
subacute phase, as in our case. posed to those of spontaneous recovery. Another limit of
Differently from previous studies involving mild to this report is the short time planned for LMC training: as
moderately affected patients (as young patients with stated above, six sessions of 30 minutes was a dose similar
chronic stroke),13 or from those reporting a low com- to that of previous studies,34,35 but lower than that
pliance to videogame-based therapy among elderly recommended by Cochrane review for using virtual rea-
patients in subacute phase,20,21 our results showed a lity in upper limb functions in stroke.13 However,

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Iosa et al. Leap motion controller for stroke rehabilitation

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14 Belda-Lois JM, Mena-del Horno S, Bermejo-Bosch I, et al.
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Funding rehabilitation tool using the Microsoft Kinect sensor. Conf
The study has been supported by a grant of Italian Min- Proc IEEE Eng Med Biol Soc. 2011;2011:1831–1834.
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The authors have declared that no conflict of inter- 20 Saposnik G, Teasell R, Mamdani M, et al. Effectiveness of
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