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Ann. N.Y. Acad. Sci.

ISSN 0077-8923

A N N A L S O F T H E N E W Y O R K A C A D E M Y O F SC I E N C E S
Issue: The Neurosciences and Music IV: Learning and Memory

Making music after stroke: using musical activities to


enhance arm function
Frederike van Wijck,1 Don Knox,2 Colin Dodds,2 Gianna Cassidy,2 Gillian Alexander,3 and
Raymond MacDonald1
1
Institute for Applied Health Research and School of Health and Life Sciences, Glasgow Caledonian University, Glasgow,
United Kingdom. 2 School of Engineering and Built Environment, Glasgow Caledonian University, Glasgow, United Kingdom.
3
NHS Greater Glasgow and Clyde, Glasgow, United Kingdom

Address for correspondence: Frederike van Wijck, Institute for Applied Health Research and School of Health and Life
Sciences, Glasgow Caledonian University, Cowcaddens Road, Glasgow G0 4BA, UK. Frederike.vanWijck@gcu.ac.uk

A common long-term consequence of stroke is impaired arm function, which affects independence and quality
of life in a considerable proportion of stroke survivors. There is a growing need for self-management strategies
that enable stroke survivors to continue their recovery after rehabilitation has ceased. Interventions with high-
intensity, repetitive task training and feedback are most likely to improve function. Achieving the required amount
of self-practice is challenging, however. Innovative approaches are required to translate therapies into rewarding
activities that can be undertaken independently. This paper describes the key principles and development of a novel
intervention that integrates individuals’ preferred music with game technology in upper limb rehabilitation. The
“tap tempo” paradigm, which uses rhythmic auditory cueing, provides repetitive upper limb task training, which
can be tailored to individual goals and progress (e.g., in terms of movement range and complexity), while providing
sensitive quantitative feedback to promote skill acquisition and enhance self-management.

Keywords: stroke; rehabilitation; arm function; preferred music; game technology

impairments include weakness or paresis,7 abnor-


Introduction
mal force production,8 problems with muscle coac-
The purpose of this paper is to describe the key tivation9 and coordination,10 often compounded by
principles and the development of a prototype in- impaired sensation3 and proprioception11 as well as
tervention, designed to enable stroke survivors to pain. Weakness, impaired coordination, and spas-
enhance functional recovery of their affected upper ticity together with soft tissue stiffness (hypertonia)
limb through a game activity integrating evidence may reduce range of movement and result in per-
from music psychology, clinical rehabilitation, neu- manent deformities12 that affect the ability to un-
roscience, movement science, and audio technology. dertake activities of daily living.
Stroke is defined by the World Health Organiza- A number of different treatments have been
tion as “an acute neurologic dysfunction of vascular shown to be effective in improving arm func-
origin with sudden (within seconds) or at least rapid tion after stroke.13 These comprise Constraint-
(within hours) occurrence of symptoms and signs Induced Movement Therapy (CIMT), mental prac-
corresponding to the involvement of focal areas in tice, robotics, and electromyographic biofeedback.
the brain.”1 Across the world, 15 million people suf- Repetitive task training and electrostimulation have
fer a stroke each year, leaving five million with per- also demonstrated an effect, although marginal.13
manent disabilities.2 Up to 80% of stroke survivors Acknowledging the need for further research, the
experience impaired arm function at three months broad conclusion of this comprehensive system-
after stroke,3 which is often persistent, disabling,3–5 atic review was that interventions characterized by
and affects quality of life.6 Common upper limb high-intensity, repetitive task-specific practice that

doi: 10.1111/j.1749-6632.2011.06403.x
Ann. N.Y. Acad. Sci. 1252 (2011) 305–311 
c 2011 New York Academy of Sciences. 305
Music making after stroke to improve arm function van Wijck et al.

provide feedback are most likely to be effective. highlights the effects of preselected music upon a
Studies using neuroimaging techniques have also variety of psychological variables.21 For example,
shown that task-specific therapeutic activities have music with particular structural features (moderate
the ability to forge neuroplastic changes in the tempo and complexity) may be effective in reduc-
brain.14 The findings from studies that have ex- ing pain and anxiety in clinical contexts.22 More re-
plored the impact of CIMT on patterns of neural cently, a number of studies have highlighted the im-
activity are too diverse for any clear conclusions, portance of preference in determining therapeutic
however.15 Furthermore, the principles of intensive potential, demonstrating that the liking of a particu-
practice, task-specific training, and feedback have lar piece of music can be a key element in predicting
long been recognized as cornerstones of skill acqui- positive clinical outcomes. For example, Mitchell
sition in healthy people.16 et al. reported that participants listening to favorite
Taken together, converging evidence from stroke music were able to keep their hands in cold wa-
rehabilitation, neuroscience, and motor learning re- ter for longer and reported less pain than partici-
search indicates that activities that are functional, pants listening to experimenter-selected “anxiolytic
practiced repeatedly, and include feedback have the music.”23 These authors argue that listening to pre-
potential to drive long-term neuroplastic changes ferred music renders music with varying structural
in the brain that in turn can enhance functional features “functionally equivalent,” that is, music
recovery after stroke. A key challenge for clinicians with different features, such as tempo, complexity,
working with stroke survivors is therefore to provide and key signature, can have a similar therapeutic
the required amount of practice as well as feedback. effect. Current work is investigating the interplay
Health care resources are, however, under threat between music structure and preference,24 which
in the current global recession. Contemporary indicates a sensitive interplay between variables that
United Kingdom clinical initiatives and health poli- relate to preference and key structural features of
cies are aimed at facilitating early supported dis- the music. This relationship suggests that it is not
charge after stroke and shifting the balance of care sufficient to only consider musical structure (e.g.,
from hospital to self-management in the commu- tempo) but, additionally, that musical preferences
nity.17 There is therefore an urgent need to improve of listeners must also be taken into consideration
self-management strategies for people with stroke, when evaluating the effects of music. Indeed, it is
who continue to experience impaired arm function. vital to consider if participants enjoy the music that
Exciting new opportunities for stroke rehabilita- is being listened to during experiments that examine
tion are emerging from the field of neurologic music the effects of music.
therapy (NMT), which aims to improve cognitive, The prototype intervention described here ad-
sensory, and motor function in people with neuro- dresses these issues in a number of ways. In the
logical conditions through the therapeutic applica- first instance, the intervention is designed to allow
tion of music. Active ingredients of NMT include each participant to select their preferred music to
auditory motor synchronization, an entrainment enable them to listen to music that is familiar and
function whereby the auditory rhythm is synchro- enjoyed. The hypothesis to be tested is that partic-
nized with movement execution as well as motiva- ipants may enjoy participating in the intervention
tional aspects.18 Rhythmic auditory cueing can be more than with preselected music, which may have
effective in improving motor recovery, particularly a positive effect on motivation and may in turn
gait after stroke, as shown in a Cochrane system- increase the amount of time spent engaging with
atic review by Bradt et al.19 This review, however, the intervention. Furthermore, it will also be possi-
only comprised two studies examining the effects ble to examine the participants’ musical choices us-
of music or rhythm on arm function after stroke, ing innovative software specifically designed to ana-
including a total of 41 participants. Although both lyze the relationship between key structural features
studies showed short-term improvements, it is clear and the emotional impact of the music that may
that there is a need for further robust clinical trials. be central when listening to music for therapeutic
With regards to the utility of music listening for purposes.24
therapeutic purposes, a crucial issue is the nature of Another emerging field of interest to neurolog-
the music.20 Specifically, a significant body of work ical rehabilitation is game play, which is receiving

306 Ann. N.Y. Acad. Sci. 1252 (2011) 305–311 


c 2011 New York Academy of Sciences.
van Wijck et al. Music making after stroke to improve arm function

increasing attention as a potential platform for Although these findings are promising, the rel-
health promotion and self-management and ad- ative dearth of rigorous evaluation in this body of
dressing psychological and behavioral barriers to research, the bias toward younger and less severely
optimal health care and participation.25,26 Sapos- affected patients, and the limited inclusion of a range
nik27 suggested that the parameters of effective treat- of commercial and tailored game activities raises a
ment, that is, repetition, task-specific training, and need for further robust and ecologically valid inves-
challenge, are those that games scaffold intrinsi- tigation. Moreover, this should comprise the entire
cally.28 From commercial “serious games” to teach trajectory, from the design of game activities to the
patients and clinicians,29 to tailor-made games built evaluation of their impact on patient experiences
as an adjunct to therapy,30 the potential of games to and clinical outcomes. Importantly, one pervasive
innovate and enrich existing practice is emerging. feature of game activity omitted in the current lit-
Game play can help increase patient adherence and erature is music, often concurrent to game play.
self-management, aid physical and psychological re- In general, the power of music to benefit psycho-
covery, and enhance patient and clinician knowl- logical and physical health is widely acknowledged
edge in a range of contexts.26 In general, the litera- throughout health care literature—as explained ear-
ture emphasizes the potential of games to increase lier. Specifically, evidence indicates that concurrent
patient motivation, learning through repetition and music can have ergogenic and psychophysical ben-
an enriched environment, confidence through re- efits in a range of activity contexts, including game
inforcement and immediate feedback, and positiv- play.42–45
ity through achievement and social interaction.31–38 In summary, there is an urgent need to develop
Games may be particularly valuable in support- innovative approaches to self-management of up-
ing stroke rehabilitation where effective rehabilita- per limb rehabilitation after stroke. Converging ev-
tion must be early, intensive, and repetitive.39 In a idence in stroke rehabilitation, neuroscience, and
study by Merians et al.,40 12 patients who had ex- motor learning indicates that interventions incor-
perienced a stroke at least six months previously porating repetitive practice of functionally relevant
played an off-the-shelf game aimed at improving tasks are most likely to improve functional recov-
eye–hand coordination, grip, and individual finger ery. However, for these interventions to be clinically
movement, for two to three hours a day over eight effective, they need to stimulate intrinsic motiva-
days. Patients also wore special robotic gloves (Cy- tion to encourage stroke survivors to undertake and
berGlove) as the game controller and to assist and maintain the required amount of self-practice. By
measure hand movement. After eight days, patients using preferred music, rhythmic auditory cueing,
showed an average improvement in their standard and game play, our aim is to design a prototype inter-
clinical scores of 20–22%, displaying better stabil- vention that enables stroke survivors to improve the
ity, greater smoothness of movement, and improved function of their affected arm through self-directed
control over their fingers, in comparison to a control practice. Its specifications are that the intervention
group. Saposnik et al.27 reviewed 12 studies investi- should be safe and enjoyable, relevant to the individ-
gating the effects of electronic games on upper arm ual, clinically effective, and provide options for indi-
strength and mobility, concluding that patients who vidual tailoring and progression. Measures of motor
played video games including Wii and Playstation performance used for feedback purposes should be
were up to five times more likely to show improved valid, reliable, and easy for the stroke survivor to
arm motor function in comparison to those receiv- understand, the interface should be user friendly,
ing standard therapy. Further, a recent Cochrane and the prototype should be acceptable to stroke
systematic review41 on virtual reality for stroke re- survivors and therapists.
habilitation, comprising 19 studies with 565 stroke
Methods and results
patients, found that playing interactive games may
improve arm function and the management of activ- The prototype intervention, written in C#, is a sim-
ities of daily living. Within this review, the analysis ple graphical interface consisting of a set of concen-
of seven trials comparing game play with traditional tric targets, one of which is highlighted to coincide
therapy indicated that virtual reality resulted in bet- with each bar/beat of the music currently playing.
ter arm function. The task for the stroke survivor is to position the

Ann. N.Y. Acad. Sci. 1252 (2011) 305–311 


c 2011 New York Academy of Sciences. 307
Music making after stroke to improve arm function van Wijck et al.

has been shown to be acceptable.49 Sensor data are


read and translated into game input data by scripts
running on the GlovePie input emulator program
(http://glovepie.org). These scripts can be used to
tailor movement range, direction, and speed to best
match the requirements of the participant.

Integrating therapeutic goals


The game comprises a number of parameters that
enable it to be tailored to individual goals and capa-
bilities. Importantly, the activity is based on the indi-
vidual’s musical preference. Speed of movement can
be altered by setting the distance between targets on
the screen, the gain between the participant’s move-
ments and movements displayed on screen, and the
beat pulse to which participants must synchronize
Figure 1. Screenshot of the tap tempo game. Target circles are their movement (e.g., bar, quarter). In addition, the
highlighted in synchronization with music tempo. direction and range of movement can be tailored
to individual needs; for example, the activity can
on-screen cursor (through movement of their af- be set to emphasize shoulder flexion and external
fected arm) above the currently highlighted circle. rotation together with elbow extension. Further, ac-
Thus, the game uses a simple “tap tempo” paradigm curacy can be tailored by altering the size of targets
(Fig. 1). (Fig. 2), while the complexity of the activity as a
Technology whole can be adjusted by changing speed and ac-
The system uses inexpensive, off-the-shelf Nintendo curacy as well as the order (e.g., blocked, random)
Wii game technology. This is a flexible and popular in which targets need to be touched. The parame-
system, and has been suggested as a suitable tech- ters of speed and accuracy, range, and direction of
nological means for facilitating game-based stroke movement, as well as task complexity, can all be se-
rehabilitation in the home for participants with lim- lected by the therapist and stored in an individual
ited range of movement.46 In this implementation, patient file to facilitate set-up for follow-up sessions
the Wii remote controls are used as sensors (using and independent practice.
the built-in IR cameras) and thus the accelerometers Music selection
are not required. This setup means that the stroke Music selected by the participant is preprocessed
survivor does not need to hold the Wii remote in in order to extract tempo and rhythm information.
their hand. It also allows for freedom of placement of This is achieved through use of onset detection algo-
sensors at multiple points on the arm, hand, or wrist. rithms implemented in the Sonic Visualizer audio
Upper limb movements, which translate to actions analysis and visualization program.50 The output of
in the game, are tracked using small, lightweight, this analysis is a vector of time values, labeled with
wireless infrared (IR) sources (LED and battery). bar/beat locations in the digital music file. The vec-
These are placed on the participant’s hand or arm, tor is stored in an output comma separated values
depending on the therapeutic goal. Signals from the file that is used by the game software, along with
IR sources are picked up by two IR sensors with the digital music file. As the music plays during the
a 1024 × 768 pixel resolution and an approximate game, the game software reads the vector of time
40◦ field of view. The two sensors are placed at right values and synchronizes the game graphics with the
angles to the participant to enable the IR sources music (Fig. 3).
to be tracked in three dimensions.47 The best re-
sponse from the sensors is achieved when placed at Feedback
a distance of between 0.5 m and 3 m from the par- Data on several aspects of the participant’s perfor-
ticipant.48 Up to four IR sources can be tracked at mance are recorded during game play. These include
one time, and the spatial accuracy of source tracking the music chosen by the participant, the time spent

308 Ann. N.Y. Acad. Sci. 1252 (2011) 305–311 


c 2011 New York Academy of Sciences.
van Wijck et al. Music making after stroke to improve arm function

Figure 2. Changing the demand for movement accuracy by adjusting the target size.

playing the game, the number of times it was played, Next steps
and the game “score” (the number of times the cor- The next step in the development of this prototype is
rect target was hit). seeking the opinions of stroke survivors and thera-
In addition, the input emulator software records pists in the evaluation of safety and appropriateness
the movement of the IR sources in three dimensions of the intervention, as well as its impact on patient
for post-hoc analysis. These data can be compared motivation. Our aim is to make the interface sim-
to the music beat/pulse data vector to examine the ple to use and accessible for stroke survivors with
participant’s movements in comparison to the mu- sensory, cognitive, and/or communication impair-
sic and provide knowledge of results (i.e., informa- ments, since a key aim of this technology is to sup-
tion about the degree to which the environmental port its use in the home by a wide range of stroke
goal was achieved16 ) in terms of spatial and tempo- survivors. In addition, we will explore a range of
ral accuracy. Cursor position is logged at each point music game models, including creating music as
in time coinciding with the bar/beat of the music, well as playing along existing music. Further work
allowing production of scatter plots showing the ac- will examine the accuracy and reliability of upper
curacy with which the participant moves the cursor limb movement, captured with this IR technology,
in time to the music (Fig. 4). to explore its use in knowledge of performance (i.e.,

Figure 3. Music waveform with beat markers (top panel) and participant’s movements (bottom panel).

Ann. N.Y. Acad. Sci. 1252 (2011) 305–311 


c 2011 New York Academy of Sciences. 309
Music making after stroke to improve arm function van Wijck et al.

Research, Glasgow Caledonian University, Glasgow,


UK.
Conflicts of interest
The authors declare no conflicts of interest.

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