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Malisky JS, Cavalcante-Leão BL, Severiano MI, dos Santos GJB, Teive HAG, José MR, de Araújo CM, Zeigelboim BS. Evaluation of Quality of Life After Use the Virtual Reality in Patients with Neurodegenerative Disease. Int Arch Otorhinolaryngol 2024; 28:e523-e529. [PMID: 38974627 PMCID: PMC11226250 DOI: 10.1055/s-0044-1785681] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/28/2022] [Accepted: 01/28/2023] [Indexed: 07/09/2024] Open
Abstract
Introduction Spinocerebellar ataxias (SCAs) are a heterogeneous group of neurodegenerative diseases. Objective To evaluate the living standard of patients with SCA, by applying the Vestibular Disorders Activities of Daily Living Scale (VADL) and Activitiesspecific Balance Confidence Scale (ABC) questionnaires. Methods An uncontrolled clinical trial study was conducted with 28 patients who underwent anamnesis, ENT evaluation, and vestibular assessment and the application of questionnaires VADL and ABC before and after rehabilitation with virtual reality. Results The vestibular exam was altered in 64.3% of the cases. The result between the correlation of the VADL and ABC questionnaires showed significant results in all cases (p < 0.005). The correlation between the ages and disease length with the VADL and ABC questionnaires was significant in the T3 assessment (p = 0.015). The correlation between the disease length and the VADL questionnaire was significant in all cases (p < 0.005). The comparison of the vestibular rehabilitation result (T1 to T2) showed a significant difference for all the applied games, except for the ski slalom. The comparison of the vestibular rehabilitation result (T1 to T3) showed significant difference for all the applied games (p < 0.005) (1st assessment before the start of rehabilitation designated T1, after 10 rehabilitation sessions, considered T2 and, at the end of 20 rehabilitation sessions, called T3). Conclusion We can point out a direct improvement in the living standard, reflected by the reduction of falls, better balance, and march, contributing to a higher self-confidence in patients in daily activities.
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Affiliation(s)
- Jéssica Spricigo Malisky
- Department of Otoneurology, Postgraduate Program in Communication Disorders, Universidade Tuiuti do Paraná (UTP), Curitiba, PR, Brazil
| | - Bianca Lopes Cavalcante-Leão
- Department of Otoneurology, Postgraduate Program in Communication Disorders, Universidade Tuiuti do Paraná (UTP), Curitiba, PR, Brazil
| | | | | | - Hélio Augusto Guizoni Teive
- Department of Neurology, Movement Disorders Unit, Hospital das Clínicas, Universidade Federal do Paraná, Curitiba, PR, Brazil
| | - Maria Renata José
- Department of Otoneurology, Postgraduate Program in Communication Disorders, Universidade Tuiuti do Paraná (UTP), Curitiba, PR, Brazil
| | - Cristiano Miranda de Araújo
- Department of Otoneurology, Postgraduate Program in Communication Disorders, Universidade Tuiuti do Paraná (UTP), Curitiba, PR, Brazil
| | - Bianca Simone Zeigelboim
- Department of Otoneurology, Postgraduate Program in Communication Disorders, Universidade Tuiuti do Paraná (UTP), Curitiba, PR, Brazil
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Galvão AF, Lemos T, Martins CP, Horsczaruk CHR, Oliveira LAS, Ferreira ADS. Body sway and movement strategies for control of postural stability in people with spinocerebellar ataxia type 3: A cross-sectional study. Clin Biomech (Bristol, Avon) 2022; 97:105711. [PMID: 35779462 DOI: 10.1016/j.clinbiomech.2022.105711] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/07/2021] [Revised: 05/06/2022] [Accepted: 06/21/2022] [Indexed: 02/07/2023]
Abstract
BACKGROUND Postural instability with an excessive body sway is a disabling manifestation in spinocerebellar ataxia type 3. Whether the larger body sway reflects distinct movement strategies for postural control remains uncertain. This study compared the control of postural stability of people with spinocerebellar ataxia type 3 with healthy subjects using body sway and movement strategy analyses derived from bi- and three-dimensional posturography. METHODS Twenty-three patients (7 men, 16 women, 47 ± 11 years) and 102 healthy participants (34 men, 68 women; 44 ± 22 years) underwent posturography while standing with eyes open/closed tasks. Postural stability was assessed using elliptical area and average velocity of body sway. Spatial patterns (single-, double-, or multi-centered) were derived from the number of high-density regions in the three-dimensional statokinesigram. FINDINGS Repeated measures two-way analysis-of-variance showed a vision-by-group interaction effect for area (F1,122 = 28.831, P < 0.001, η2 = 0.037) and velocity (F1,123 = 59.367, P < 0.001, η2 = 0.073); sway area and velocity were higher in spinocerebellar ataxia type 3 and increased under eyes-closed condition, with a higher increase in the spinocerebellar ataxia type 3. A main effect for group (F1,123 = 11.702, P < 0.001, η2 = 0.061) but not vision (F1,123 = 2.257, P = 0.136, η2 = 0.005) was found for the number of high-density regions. Spatial patterns were different between groups under trials with eyes closed (χ22,125 = 7.46, P = 0.023) but not open (χ22,125 = 2.026, P = 0.363), with a shift from single- to double- or multi-centered spatial patterns. INTERPRETATION Compared to healthy subjects, a larger body displacement and velocity in spinocerebellar ataxia type 3, mainly under visual constraints, are not related to the predominance of either ankle or hip movement strategies.
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Affiliation(s)
- Ana Fernanda Galvão
- Programa de Pós-Graduação em Ciências da Reabilitação, Centro Universitário Augusto Motta - UNISUAM, Rio de Janeiro, Brazil.
| | - Thiago Lemos
- Programa de Pós-Graduação em Ciências da Reabilitação, Centro Universitário Augusto Motta - UNISUAM, Rio de Janeiro, Brazil.
| | - Camilla Polonini Martins
- Programa de Pós-Graduação em Ciências da Reabilitação, Centro Universitário Augusto Motta - UNISUAM, Rio de Janeiro, Brazil.
| | | | - Laura Alice Santos Oliveira
- Programa de Pós-Graduação em Ciências da Reabilitação, Centro Universitário Augusto Motta - UNISUAM, Rio de Janeiro, Brazil.
| | - Arthur de Sá Ferreira
- Programa de Pós-Graduação em Ciências da Reabilitação, Centro Universitário Augusto Motta - UNISUAM, Rio de Janeiro, Brazil.
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Zeigelboim BS, José MR, dos Santos GJB, Severiano MIR, Teive HAG, Stechman-Neto J, Santos RS, de Araújo CM, Cavalcante-Leão BL. Balance rehabilitation with a virtual reality protocol for patients with hereditary spastic paraplegia: Protocol for a clinical trial. PLoS One 2021; 16:e0249095. [PMID: 33793609 PMCID: PMC8016341 DOI: 10.1371/journal.pone.0249095] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2020] [Accepted: 03/08/2021] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND Neurodegenerative diseases are sporadic hereditary conditions characterized by progressive dysfunction of the nervous system. Among the symptoms, vestibulopathy is one of the causes of discomfort and a decrease in quality of life. Hereditary spastic paraplegia is a heterogeneous group of hereditary degenerative diseases involving the disorder of a single gene and is characterized by the progressive retrograde degeneration of fibers in the spinal cord. OBJECTIVE To determine the benefits of vestibular rehabilitation involving virtual reality by comparing pre intervention and post intervention assessments in individuals with hereditary spastic paraplegia. METHODS In this randomized controlled clinical trial from the Rebec platform RBR-3jmx67 in which allocation concealment was performed and the evaluators be blinded will be included. The participants will include 40 patients diagnosed with hereditary spastic paraplegia. The interventions will include vestibular rehabilitation with virtual reality using the Wii® console, Wii-Remote and Wii Balance Board (Nintendo), and the studies will include pre- and post intervention assessments. Group I will include twenty volunteers who performed balance games. Group II will include twenty volunteers who performed balance games and muscle strength games. The games lasted from 30 minutes to an hour, and the sessions were performed twice a week for 10 weeks (total: 20 sessions). RESULTS This study provides a definitive assessment of the effectiveness of a virtual reality vestibular rehabilitation program in halting the progression of hereditary spastic paraplegia, and this treatment can be personalized and affordable. CONCLUSION The study will determine whether a vestibular rehabilitation program with the Nintendo Wii® involving virtual reality can reduce the progressive effect of hereditary spastic paraplegia and serve as an alternative treatment option that is accessible and inexpensive. Rebec platform trial: RBR-3JMX67.
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Balance and coordination training for patients with genetic degenerative ataxia: a systematic review. J Neurol 2020; 268:3690-3705. [PMID: 32583055 DOI: 10.1007/s00415-020-09938-6] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/29/2020] [Revised: 05/18/2020] [Accepted: 05/19/2020] [Indexed: 10/24/2022]
Abstract
BACKGROUND AND PURPOSE The group of genetic degenerative ataxias shares the same feature of gradual deterioration in balance and coordination. However, no cure is yet available for this group of disorders, while rehabilitation remains a cornerstone in the current therapy. This review aims to present a summary of the current knowledge of balance and coordination training in patients with inherited degenerative ataxia and to discuss the training effectiveness accordingly. METHODS A comprehensive search was performed in 5 electronic databases (i.e., Cochrane Library, PEDro, EMbase, PubMed and MEDLINE) to identify the related publications from January, 1999 to January, 2020. Methodological quality was assessed using the Scottish Intercollegiate Guidelines Network (SIGN) grading system and the PEDro scale. RESULTS A total of 33 out of 515 studies met the eligibility criteria, and were categorized and discussed by their training methods including: (1) conventional physical/occupational therapy, (2) virtual reality/videogame-based training, and (3) adapted physical activity. Despite the substantial variation among included studies, most patients achieved significant improvement in the aspect of balance and coordination following individually-tailored rehabilitation programs. The effects of training showed a relative consistency regardless of the functional dependency level on admission. CONCLUSIONS Balance and coordination training, especially the conventional physical/occupational therapy, is able to improve the balance and coordinative function of patients with genetic degenerative ataxia, but more high-quality studies are needed to formulate recommendations for clinical practice.
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Miziara OC, de Oliveira VR, Gasparini ALP, Souza BC, Santos A, Shimano SGN, de Souza LAPS. Virtual reality in vestibular rehabilitation: a pilot study. INTERNATIONAL JOURNAL OF THERAPY AND REHABILITATION 2019. [DOI: 10.12968/ijtr.2018.0056] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
Background/AimsWe evaluated the efficacy of using virtual reality with specific games for vestibular rehabilitation to treat patients with benign paroxysmal positional vertigo.MethodsThe Activity-Specific Balance Confidence Scale (ABC Scale), Dizziness Handicap Inventory, Tinnitus Handicap Inventory, Berg Balance Scale, Balancim, Romberg and Dix-Hallpike tests were used to evaluate 10 participants (5 males and 5 females; mean age 38.5 ± 14.7 years) with benign paroxysmal positional vertigo, who played 3 specific games of Nintendo Wii console (Snowboard Slalom, Tightrope Walk, Rhythm Parade) for 10 minutes twice a week for 4 weeks.ResultsThe intervention resulted in significant increases in Activity-Specific Balance Confidence Scale score (d de Cohen >0.50), decreases in Dizziness Handicap Inventory (P<0.05 in t test for all dimensions and total score) and Tinnitus Handicap Inventory (P<0.05 in Wilcoxon test for all dimensions and total score), and improvement in balance shown on Romberg test, Berg Balance Scale (P<0.05 in t test for all dimensions and total score) and Balancim (d de Cohen >0.80).ConclusionsVirtual reality with the selected games seemed to be effective on benign paroxysmal positional vertigo treatment, improving scores of tests and scales used in the assessment.
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Affiliation(s)
| | | | - Andréa Licre Pessina Gasparini
- Professor of Physical Therapy, Department of Applied Physical Therapy, Federal University of Triângulo Mineiro, Uberaba, Brazil
| | | | - Angela Santos
- Physiotherapist, Federal University of Triângulo Mineiro, Uberaba, Brazil
| | - Suraya Gomes Novais Shimano
- Professor of Physical Therapy, Department of Applied Physical Therapy, Federal University of Triângulo Mineiro, Uberaba, Brazil
| | - Luciane Aparecida Pascucci Sande de Souza
- Professor of Physical Therapy, Department of Applied Physical Therapy, Federal University of Triângulo Mineiro, Uberaba, Brazil, Biomechanics and Motor Control Laboratory
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Evangelista ASDL, Cordeiro ESG, Nascimento GFFD, Gazzola JM, Araújo ES, Mantello EB. Speech-Language-Hearing intervention in vestibular rehabilitation with the use of technologies: an integrative literature review. REVISTA CEFAC 2019. [DOI: 10.1590/1982-0216/20192162219] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
ABSTRACT Purpose: to perform an integrative literature review regarding the Speech-Language-Hearing intervention in vestibular rehabilitation with the use of technologies, presenting the most applied ones, as well as their effectiveness and possible biases. Methods: a search was performed on the PubMed/MEDLINE, LILACS, Scopus and SciELO databases, using as search strategy, the keywords: dizziness OR postural balance AND vestibular rehabilitation. Studies carried out by at least one audiologists and which addressed vestibular rehabilitation with the use of technologies as the study object, were included. The publication period set was from 2008 to 2018. During the evaluation of these articles, a quantitative analysis, a characterization of the included studies and an evaluation of their level of evidence and results were performed. Results: six articles, published between 2013 and 2018, were chosen. Most studies (n=4) applied Nintendo WiiTM versions during interventions. Among the authors, nine were audiologists. Three studies were clinical trials, two were observational studies without a control group and one was a case study. Conclusion: it was verified that the Speech-Language-Hearing Therapy has been applying technologies in vestibular rehabilitation interventions. However, publications regarding this modality of therapy are scarce in the literature and still lack robust scientific evidence.
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Zeigelboim BS, Teive HAG, Santos GJB, Severiano MIR, Fonseca VR, Faryniuk JH, Marques JM. Otoneurological findings prevalent in hereditary ataxias. ARQUIVOS DE NEURO-PSIQUIATRIA 2018; 76:131-138. [PMID: 29809235 DOI: 10.1590/0004-282x20180001] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/27/2017] [Accepted: 12/06/2017] [Indexed: 11/22/2022]
Abstract
Objective To describe and compare the vestibular findings most evident among the hereditary ataxias, as well as correlate their clinical features with the nervous structures affected in this disease. Methods Seventy-five patients were evaluated and underwent a case history, otorhinolaryngological and vestibular assessments. Results Clinically, the patients commonly had symptoms of gait disturbances (67.1%), dizziness (47.3%), dysarthria (46%) and dysphagia (36.8%). In vestibular testing, alterations were predominantly evident in caloric testing (79%), testing for saccadic dysmetria (51%) and rotational chair testing (47%). The presence of alterations occurred in 87% of these patients. A majority of the alterations were from central vestibular dysfunction (69.3%). Conclusion This underscores the importance of the contribution of topodiagnostic labyrinthine evaluations for neurodegenerative diseases as, in most cases, the initial symptoms are otoneurological; and these evaluations should also be included in the selection of procedures to be performed in clinical and therapeutic monitoring.
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Affiliation(s)
| | - Hélio A G Teive
- Serviço de Neurologia, Hospital de Clínicas, Universidade Federal do Paraná, Curitiba, PR, Brasil
| | | | | | | | | | - Jair Mendes Marques
- Departamento de Otoneurologia, Universidade Tuiuti do Paraná, Curitiba, PR, Brasil
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Severiano MIR, Zeigelboim BS, Teive HAG, Santos GJB, Fonseca VR. Effect of virtual reality in Parkinson's disease: a prospective observational study. ARQUIVOS DE NEURO-PSIQUIATRIA 2018; 76:78-84. [PMID: 29489960 DOI: 10.1590/0004-282x20170195] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/02/2017] [Accepted: 11/18/2017] [Indexed: 11/21/2022]
Abstract
OBJECTIVE To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. METHODS Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. RESULTS Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05), as well as in the mental health aspect of the Ski Slalom game (p < 0.05). The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05). There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. CONCLUSION The Tightrope Walk and Ski Slalom virtual games were shown to be the most effective for this population.
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Virtual Interactive Environment for Low-Cost Treatment of Mechanical Strabismus and Amblyopia. INFORMATION 2018. [DOI: 10.3390/info9070175] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
This study presents a technique that uses an interactive virtual environment for the rehabilitation treatment of patients with mechanical strabismus and/or amblyopia who have lost eye movement. The relevant part of this treatment is the act of forcing the two eyes to cooperate with each other by increasing the level of adaptation of the brain and allowing the weak eye to see again. Accordingly, the game enables both eyes to work together, providing the patient with better visual comfort and life quality. In addition, the virtual environment is attractive and has the ability to overcome specific challenges with real-time feedback, coinciding with ideal approaches for use in ocular rehabilitation. The entire game was developed with free software and the 3D environment, which is made from low-cost virtual reality glasses, as well as Google Cardboard which uses a smartphone for the display of the game. The method presented was tested in 41 male and female patients, aged 8 to 39 years, and resulted in the success of 40 patients. The method proved to be feasible and accessible as a tool for the treatment of amblyopia and strabismus. The project was registered in the Brazil platform and approved by the ethics committee of the State University of Piaui—UESPI, with the CAAE identification code: 37802114.8.0000.5209.
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Santos G, Zeigelboim DBS, Severiano M, Teive H, Liberalesso P, Marques J, Cordeiro M. Feasibility of virtual reality-based balance rehabilitation in adults with spinocerebellar ataxia: a prospective observational study. HEARING, BALANCE AND COMMUNICATION 2017. [DOI: 10.1080/21695717.2017.1381490] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
- Geslaine Santos
- Instituto Federal de Educacao Ciencia e Tecnologia do Parana, Curitiba, Brazil
| | | | - Maria Severiano
- Instituto Federal de Educacao Ciencia e Tecnologia do Parana, Curitiba, Brazil
| | - Hélio Teive
- Department of Neurology, Universidade Federal do Parana, Curitiba, Brazil
| | | | - Jair Marques
- Department of Otoneurology, Universidade Tuiuti do Parana, Curitiba, Brazil
| | - Mara Cordeiro
- Instituto de Pesquisa Pele Pequeno Principe, Curitiba, Brazil
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Crocetta TB, Oliveira SRD, Liz CMD, Andrade A. Virtual and augmented reality technologies in Human Performance: a review. FISIOTERAPIA EM MOVIMENTO 2015. [DOI: 10.1590/0103-5150.028.004.ar01] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
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