Quantifying and attenuating pathologic tremor in virtual reality
Brian A. Cohn, Dilan D. Shah, Ali Marjaninejad, Martin Shapiro, Serhan, Ulkumen, Christopher M. Laine, Francisco J. Valero-Cuevas, Kenneth H., Hayashida, Sarah Ingersoll

TL;DR
This paper introduces a VR-based method for objectively assessing and attenuating upper limb tremor, enabling better clinical evaluation and patient engagement through a novel virtual task and digital filtering.
Contribution
It presents a VR system with a tremor-smoothing filter that quantifies tremor and improves patient interaction during virtual tasks, bridging clinical assessment and immersive experience.
Findings
Effective tremor attenuation in VR environment
Quantitative measurement of tremor amplitudes
Enhanced patient engagement in VR tasks
Abstract
We present a virtual reality (VR) experience that creates a research-grade benchmark in assessing patients with active upper-limb tremor, while simultaneously offering the opportunity for patients to engage with VR experiences without their pathologic tremor. Accurate and precise use of handheld motion controllers in VR gaming applications may be limited for patients with upper limb tremor. In parallel, objective tools measuring tremor are not in widespread, routine clinical use. We used a commercially available VR system and designed a challenging virtual-balloon-popping test mimicking a common nose-to-target pointing task used by medical practitioners to subjectively evaluate tremor in the exam room. Within our VR experience, we offer a software mode which uses a low-pass filter to adjust hand position and pointing orientation over a series of past data points. This digital filter…
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Taxonomy
TopicsNeurological disorders and treatments · Neuroscience and Neural Engineering · Botulinum Toxin and Related Neurological Disorders
