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Abstracts from the International Congress of Parkinson’s and Movement Disorders.

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Augmented feedback during virtual reality training improves learning in people with Parkinson’s disease: A Single-Blind Randomized Clinical Trial

P. Igarasi Barbosa, A. Falconi, M. D'Alencar, E. Okamoto, M. Pimentel Piemonte (Sao Paulo, Brazil)

Meeting: 2024 International Congress

Abstract Number: 559

Keywords: Parkinson’s

Category: Physical Therapy, Speech Therapy, Rehabilitation

Objective: This study aims to compare the effects of AF during VR training on motor learning in PPD.

Background: Augmented feedback (AF) can enhance the learning process. Virtual reality (VR) interventions provide frequent visual and auditory feedback, which is considered a significant advantage. However, there is insufficient research on the effects of AF during VR training on learning in people with Parkinson’s disease (PPD).

Method: A single-blinded, controlled, randomized clinical trial was conducted with 40 PPD participants in stages 1 to 3 according to the Hoehn and Yahr scale (H&Y). The participants had a mean age of 63.78 years (SD 7.58). They were divided into two groups: the AF Group (AFG) and the no-AF Group (nAFG). During the VR training, the AFG group received kinesthetic feedback from a physical therapist to guide their movements, while the nAFG group received no such feedback. Both groups received eight individual sessions, twice a week. Each session consisted of 40 minutes of balance training based on four games from XBOX 360 plus Kinect®. The games used were Light Race (which focused on large steps), Stack ’em Up (balance under multitasking), Wall Breaker (dynamic balance and coordination), and Run the World (stationary gait and endurance). The score of each game was monitored throughout the session for learning analysis. The analysis used ANOVA to repeated measures, one for each game, with the group (AFG and nAFG) as the main factor and the training session (8 sessions) as a repeated measure. The post-hoc Tukey test was used to analyze pairwise comparisons. The level of significance was set at 5%.

Results: Significant session effects were found for both groups in the Light Race game (F7,25 = 0.33; p=0.93; ES=0.95), Stach ’em Up game (F7,24 = 1.09; p=0.36; ES=0.95), and Run the World game (F7,25 = 1.73; p=0.10; ES=0.95). A statistically significant interaction between the group factor and session was observed only in the Stach ’em Up game (F7,25 = 2.60; p=0.012; ES=0.95). The post-hoc test confirmed that the AFG group achieved higher scores than the noFG group.

Conclusion: The results showed that receiving kinesthetic feedback from PT during VR training can enhance learning, particularly in challenging games. This suggests that the AF can improve the therapeutic outcomes of VR interventions for PPD.

To cite this abstract in AMA style:

P. Igarasi Barbosa, A. Falconi, M. D'Alencar, E. Okamoto, M. Pimentel Piemonte. Augmented feedback during virtual reality training improves learning in people with Parkinson’s disease: A Single-Blind Randomized Clinical Trial [abstract]. Mov Disord. 2024; 39 (suppl 1). https://www.mdsabstracts.org/abstract/augmented-feedback-during-virtual-reality-training-improves-learning-in-people-with-parkinsons-disease-a-single-blind-randomized-clinical-trial/. Accessed June 14, 2025.
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