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Martins FPA, Massetti T, Crocetta TB, Lopes PB, da Silva AA, Figueiredo EF, de Abreu LC, da Silva TD, Monteiro CBDM. Analysis of motor performance in individuals with cerebral palsy using a non-immersive virtual reality task - a pilot study. Neuropsychiatr Dis Treat 2019; 15:417-428. [PMID: 30787616 PMCID: PMC6366350 DOI: 10.2147/ndt.s184510] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/21/2022] Open
Abstract
PURPOSE To evaluate the performance improvement of individuals with hemiparesis cerebral palsy (CP) using a virtual task. PARTICIPANTS AND METHODS Twenty individuals were selected and distributed into two groups. The experimental group (CP group) comprised ten individuals with a medical diagnosis of CP, and ten individuals with typical development (sex- and age-matched) composed the control group (TD group). Both groups followed the same intervention protocol, which included a virtual coincident timing task: the participants performed upper limb movements in front of a computer's webcam and interacted with the task with the aim of virtually intercepting spheres that fell in four rows following the rhythm of a pre-selected song during an 8-minute period. To verify the influence on a real task, pre- and posttests were performed in a similar task, but with physical contact (using the spacebar on the keyboard of a computer). To analyze the data, we evaluated the variable, constant, and absolute errors during the task and in the pre- and posttests. RESULTS The results showed that there was an improvement in performance between the pre- and posttests; that is, after practicing the task in an environment without physical contact, there was a performance improvement in posttests in the real task, but only for the CP group. Moreover, there were significant differences in precision and accuracy between the two groups, with worse performance in the CP group. CONCLUSION Individuals with CP presented better performance in the real task after practice in a virtual reality task, albeit with worse performance compared with individuals with TD. This is an interesting result that supports the possible use of virtual tasks for the rehabilitation of individuals with CP.
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Affiliation(s)
- Fabiana Paula Almeida Martins
- Study Design and Scientific Writing Laboratory, ABC Medical School (FMABC), Santo André, São Paulo, Brazil.,Research Laboratory, Northern Union of Education (UniNorte), Barão do Rio Branco Faculty, Rio Branco, Acre, Brazil
| | - Thaís Massetti
- Postgraduate Program in Rehabilitation Sciences, Faculty of Medicine, University of São Paulo, São Paulo, São Paulo, Brazil,
| | - Tania Brusque Crocetta
- Study Design and Scientific Writing Laboratory, ABC Medical School (FMABC), Santo André, São Paulo, Brazil
| | | | - Amanda Abreu da Silva
- Research Laboratory, Northern Union of Education (UniNorte), Barão do Rio Branco Faculty, Rio Branco, Acre, Brazil
| | | | - Luiz Carlos de Abreu
- Study Design and Scientific Writing Laboratory, ABC Medical School (FMABC), Santo André, São Paulo, Brazil
| | - Talita Dias da Silva
- Department of Medicine, School of Arts, Sciences and Humanities, University of São Paulo, São Paulo, São Paulo, Brazil
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102
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Massetti T, da Silva TD, Crocetta TB, Guarnieri R, de Freitas BL, Bianchi Lopes P, Watson S, Tonks J, de Mello Monteiro CB. The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review. J Cent Nerv Syst Dis 2018; 10:1179573518813541. [PMID: 30515028 PMCID: PMC6262495 DOI: 10.1177/1179573518813541] [Citation(s) in RCA: 78] [Impact Index Per Article: 13.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2018] [Accepted: 10/19/2018] [Indexed: 12/22/2022] Open
Abstract
Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.
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Affiliation(s)
- Thais Massetti
- Graduate Program in Rehabilitation Sciences, Faculty of Medicine, University of São Paulo, São Paulo, Brazil
| | - Talita Dias da Silva
- School of Arts, Sciences and Humanities (EACH), University of São Paulo (USP), São Paulo, Brazil
| | | | | | - Bruna Leal de Freitas
- Graduate Program in Rehabilitation Sciences, Faculty of Medicine, University of São Paulo, São Paulo, Brazil.,Israelite Hospital Albert Einstein, São Paulo, Brazil
| | | | - Suzanna Watson
- The Cambridge Centre for Paediatric Neurorehabilitation, Cambridge, UK
| | - James Tonks
- Medical School, University of Exeter, Exeter, UK.,Haven Clinical Psychology Practice, Cornwall, UK
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103
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Séblain D, Capitaine AG, Khonsari RH. Connected toothbrush, augmented reality and oral hygiene in children with cleft lip and palate. JOURNAL OF STOMATOLOGY, ORAL AND MAXILLOFACIAL SURGERY 2018; 120:83-85. [PMID: 30282054 DOI: 10.1016/j.jormas.2018.09.001] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/04/2018] [Accepted: 09/23/2018] [Indexed: 10/28/2022]
Affiliation(s)
- D Séblain
- Assistance publique-Hôpitaux de Paris, hôpital universitaire Necker-Enfants-Malades, service de chirurgie maxillo-faciale et chirurgie plastique, université Paris Descartes, Sorbonne Paris Cité, 75015 Paris, France; Hospices civils de Lyon, hôpital universitaire de la Croix-Rousse, service de chirurgie maxillo-faciale, université Lyon 1 Claude-Bernard, 69317 Lyon cedex 04, France
| | - A-G Capitaine
- Assistance publique-Hôpitaux de Paris, hôpital universitaire Necker-Enfants-Malades, service de chirurgie maxillo-faciale et chirurgie plastique, université Paris Descartes, Sorbonne Paris Cité, 75015 Paris, France
| | - R H Khonsari
- Assistance publique-Hôpitaux de Paris, hôpital universitaire Necker-Enfants-Malades, service de chirurgie maxillo-faciale et chirurgie plastique, université Paris Descartes, Sorbonne Paris Cité, 75015 Paris, France.
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104
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Juras G, Brachman A, Michalska J, Kamieniarz A, Pawłowski M, Hadamus A, Białoszewski D, Błaszczyk J, Słomka KJ. Standards of Virtual Reality Application in Balance Training Programs in Clinical Practice: A Systematic Review. Games Health J 2018; 8:101-111. [PMID: 30239217 DOI: 10.1089/g4h.2018.0034] [Citation(s) in RCA: 27] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE To determine the effect of virtual reality (VR) games on improving balance in different groups of neurological patients with a particular focus on the study quality and to determine the gold standard in VR training in these groups. MATERIALS AND METHODS A systematic review of controlled trials published between January 2009 and December 2017 was conducted. The PubMed, SCOPUS, SPORTDiscus, and Medline databases were searched. Studies involved patients with stroke or Parkinson's disease or children with cerebral palsy. The Physiotherapy Evidence Database (PEDro) scale was used to assess the methodological quality of the included studies. RESULTS A total of 20 studies met the inclusion criteria. The PEDro scores ranged from 4 to 8 points. Analysis of the rehabilitation programs revealed a very large discrepancy in the planned volume of exercises in different subgroups of patients. CONCLUSIONS Overall, the comparison of VR interventions between conventional rehabilitation and no intervention exhibited significantly better results. However, these results should be interpreted with great caution due to the large diversity of the systems, games, and training volume used in the VR therapy. In all included studies, only several articles included objective methods to assess the effect of VR. In addition, most of the articles showed a high risk of bias, such as a lack of randomization and blinding or a small sample size. That is why further well-designed randomized control trials are required to evaluate the influence of VR on balance in different groups of neurological patients.
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Affiliation(s)
- Grzegorz Juras
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Anna Brachman
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Justyna Michalska
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Anna Kamieniarz
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Michał Pawłowski
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Anna Hadamus
- 2 Department of Rehabilitation, Division of Physiotherapy of the 2nd Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland
| | - Dariusz Białoszewski
- 2 Department of Rehabilitation, Division of Physiotherapy of the 2nd Faculty of Medicine, Medical University of Warsaw, Warsaw, Poland
| | - Janusz Błaszczyk
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
| | - Kajetan J Słomka
- 1 Department of Human Motor Behavior, The Jerzy Kukuczka Academy of Physical Education in Katowice, Katowice, Poland
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105
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O'Neil O, Fernandez MM, Herzog J, Beorchia M, Gower V, Gramatica F, Starrost K, Kiwull L. Virtual Reality for Neurorehabilitation: Insights From 3 European Clinics. PM R 2018; 10:S198-S206. [PMID: 30121365 DOI: 10.1016/j.pmrj.2018.08.375] [Citation(s) in RCA: 20] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2018] [Revised: 07/31/2018] [Accepted: 08/05/2018] [Indexed: 10/28/2022]
Abstract
Virtual reality for the treatment of motor impairment is a burgeoning application of digital technology in neurorehabilitation. Virtual reality systems pose an opportunity for health care providers to augment the dose of task-oriented exercises delivered both in the clinic, and via telerehabilitation models in the home. The technology is almost exclusively applied as an adjunct to traditional approaches and is typically characterized by the use of gamified exergames which feature task-oriented physiotherapy exercises. At present, evidence for the efficacy of this technology is sparse, with some reviews suggesting it is the same or no better than conventional approaches. The purpose of this article is to provide real-world insights on the adoption of a virtual reality by 3 European clinics in 3 different service delivery models. These include an inpatient setting for Parkinson disease, a kiosk model for pediatric neurorehabilitation, and a home-based telerehabilitation model for neurologic patients. Motivations, settings, requirements for the pathology, outcomes, and challenges encountered during this process are reported with the objective of priming clinicians on what to expect when implementing virtual reality in neurorehabilitation.
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Affiliation(s)
- Owen O'Neil
- Evolv Rehabilitation Technologies, Central London, United Kingdom(∗).
| | | | - Jürgen Herzog
- Schoen Clinic, München-Schwabing, Munich, Germany(‡)
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106
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Virtual reality method to analyze visual recognition in mice. PLoS One 2018; 13:e0196563. [PMID: 29768429 PMCID: PMC5955493 DOI: 10.1371/journal.pone.0196563] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/14/2018] [Accepted: 04/16/2018] [Indexed: 12/15/2022] Open
Abstract
Behavioral tests have been extensively used to measure the visual function of mice. To determine how precisely mice perceive certain visual cues, it is necessary to have a quantifiable measurement of their behavioral responses. Recently, virtual reality tests have been utilized for a variety of purposes, from analyzing hippocampal cell functionality to identifying visual acuity. Despite the widespread use of these tests, the training requirement for the recognition of a variety of different visual targets, and the performance of the behavioral tests has not been thoroughly characterized. We have developed a virtual reality behavior testing approach that can essay a variety of different aspects of visual perception, including color/luminance and motion detection. When tested for the ability to detect a color/luminance target or a moving target, mice were able to discern the designated target after 9 days of continuous training. However, the quality of their performance is significantly affected by the complexity of the visual target, and their ability to navigate on a spherical treadmill. Importantly, mice retained memory of their visual recognition for at least three weeks after the end of their behavioral training.
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107
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Hung YC, Gordon AM. Virtual reality training for children with unilateral cerebral palsy. Dev Med Child Neurol 2018; 60:334-335. [PMID: 29442357 DOI: 10.1111/dmcn.13699] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Affiliation(s)
- Ya-Ching Hung
- Queens College, City University of New York, Flushing, NY, USA
| | - Andrew M Gordon
- USA Teachers College, Columbia University, New York, NY, USA
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