1
|
Michel GF, Babik I, Nelson EL, Ferre CL, Campbell JM, Marcinowski EC. Development of handedness and other lateralized functions during infancy and early childhood. HANDBOOK OF CLINICAL NEUROLOGY 2025; 208:181-194. [PMID: 40074396 DOI: 10.1016/b978-0-443-15646-5.00003-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/14/2025]
Abstract
Using a historical or "development from" approach to study the development of hand-use preferences in infants and children, we show how various sensorimotor experiential events shape the cascade from initial to subsequent hand-use preferences. That cascade represents, creates, and shapes the lateralized asymmetry of neural circuits in the cerebral hemispheres. The control of the preferred hand requires neural circuits in the contralateral hemisphere that are capable of processing the organization of finely timed, sequentially organized movements and detecting haptic information derived from high-frequency transitions in the stimulus. We propose that the lateralized differences in these neural circuits underlie processes contributing to the development of other forms of hemispheric specialization of function. We show how the development of hand-use preferences contributes to the development of language skills, tool use, spatial skills, and other cognitive abilities during infancy and early childhood. Such evidence supports the proposal of Michael Corballis that the phylogeny of human language emerged during the evolution of hominins from the co-option of those neural circuits employed in the expression of manual skills involved in tool use, tool manufacture, and communication. Finally, we summarize evidence from children with cerebral palsy, which shows that their difficulties with sensorimotor processing, visuomotor coordination, anticipatory motor planning, and other cognitive abilities may stem from disturbances in the development of their hand-use preferences and hence the functional specialization of their hemispheres.
Collapse
Affiliation(s)
- George F Michel
- Department of Psychology, University of North Carolina Greensboro, Greensboro, NC, United States.
| | - Iryna Babik
- Department of Psychological Science, Boise State University, Boise, ID, United States
| | - Eliza L Nelson
- Department of Psychology, Florida International University, Miami, FL, United States
| | - Claudio L Ferre
- Department of Occupational Therapy, College of Health & Rehabilitation Sciences, Boston University, Boston, MA, United States
| | - Julie M Campbell
- Department of Psychology, Illinois State University, Normal, IL, United States
| | - Emily C Marcinowski
- School of Kinesiology, Louisiana State University, Baton Rouge, LA, United States
| |
Collapse
|
2
|
Baillet H, Burin-Chu S, Lejeune L, Thouvarecq R, Clément-Gillotin C, Leconte P, Benguigui N. Using 3D immersive virtual reality interactive tasks for upper limb rehabilitation in children with cerebral palsy: A randomized controlled trial. Dev Neurorehabil 2025; 28:14-29. [PMID: 39673448 DOI: 10.1080/17518423.2024.2438949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/29/2024] [Revised: 11/25/2024] [Accepted: 12/02/2024] [Indexed: 12/16/2024]
Abstract
The aim of this study was to investigate the effects of the virtual reality device on the evolution of motivation, and motor, functional and kinematic parameters of the upper limb in children with cerebral palsy. Twenty children were randomly assigned in VR and control groups. VR group scored higher than the control group in the Movement Assessment Battery for Children - Second Edition (MABC-2; standardized motor skills test), exhibited an increased range of motion, and showed improved results in various movement parameters in the interaction with the 3D virtual space. All participants presented high motivation scores in the iVR sessions. This new Immertrack tool may improve the motor, kinematic parameters, and motivation in children with CP.
Collapse
Affiliation(s)
- Héloïse Baillet
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
- Univ Rouen Normandie, CETAPS UR 3832, Rouen, France
- Pôle de recherche Hôpital La Musse, Saint-Sébastien-de-Morsent, France
| | - Simone Burin-Chu
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
- Univ. Artois, Univ. Lille, Univ. Littoral Côte d'Opale, ULR 7369 - URePSSS - Unité de Recherche Pluridisciplinaire Sport Santé Société, Liévin, France
| | - Laure Lejeune
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
| | | | | | | | | |
Collapse
|
3
|
Vezér M, Gresits O, Engh MA, Szabó B, Molnár Z, Hegyi P, Terebessy T. Effectiveness of Video-Game-Based Therapy to Improve Hand Function in Children with Cerebral Palsy: A Systematic Review and Meta-Analysis. J Clin Med 2024; 13:7524. [PMID: 39768447 PMCID: PMC11728108 DOI: 10.3390/jcm13247524] [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: 11/04/2024] [Revised: 11/28/2024] [Accepted: 12/05/2024] [Indexed: 01/16/2025] Open
Abstract
Background: Advances in technology have led to the emergence of new therapeutic methods such as video-game-based therapy (VGBT). This may be a promising new method for improving upper limb function, but the role and proposed uses still need to be clarified. This study aims to investigate the effectiveness of VGBT in children with cerebral palsy (CP) compared to conventional therapy (CT). Methods: A systematic search of five databases was conducted (Cochrane, Embase, Pubmed, Scopus, Web of Science) in January 2024 to identify randomized controlled trials that compared VGBT interventions with CT for children with CP. Our primary outcomes focused on tests on hand functions (HFs) (grip strength, grasp function, manual dexterity tests, hand function questionnaires tests, and upper limb fine motor function tests). A random effects meta-analysis was performed, and ROB2 and GRADE tools were used. Results: Of 2882 articles reviewed, 22 were selected, involving a total of 785 children. Three outcomes were statistically significant in favor of the intervention group: for grasp function, the standardized mean difference (SMD) was 0.80 (95% confidence intervals 0.06, 1.55); for HF questionnaires, the SMD was 0.36 (95% CI 0.04, 0.68); and for HF tests, the SMD was 0.42 (95% CI 0.03, 0.81). The ROB was high risk in two, some concerns for four and low risk in the other cases. The GRADE was moderate in two, while the remaining were low and very low in half of the papers. Conclusions: VGBT has the potential to be an effective tool for rehabilitation of disabled upper limb function in CP as an adjunct to other traditional forms of therapy by integrating it into everyday rehabilitation.
Collapse
Affiliation(s)
- Mátyás Vezér
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
- Department of Orthopaedics, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary
| | - Orsolya Gresits
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
- Department of Orthopaedics, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary
| | - Marie Anne Engh
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
| | - Bence Szabó
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
| | - Zsolt Molnár
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
- Department of Anaesthesiology and Intensive Therapy, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary
- Department of Anaesthesiology and Intensive Therapy, Poznan University of Medical Sciences, 61701 Poznan, Poland
| | - Péter Hegyi
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
- Institute of Pancreatic Diseases, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary
- Institute of Translational Medicine, University of Pecs Medical School, Szigeti út 12., 7624 Pecs, Hungary
| | - Tamás Terebessy
- Centre for Translational Medicine, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary; (M.V.); (O.G.); (M.A.E.); (B.S.); (Z.M.); (P.H.)
- Department of Orthopaedics, Semmelweis University, Üllői út 26., 1085 Budapest, Hungary
| |
Collapse
|
4
|
Corey J, Tsai JM, Mhadeshwar A, Srinivasan S, Bhat A. Digital motor intervention effects on motor performance of individuals with developmental disabilities: a systematic review. JOURNAL OF INTELLECTUAL DISABILITY RESEARCH : JIDR 2024; 68:1221-1252. [PMID: 39210565 DOI: 10.1111/jir.13169] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/18/2023] [Revised: 05/17/2024] [Accepted: 05/30/2024] [Indexed: 09/04/2024]
Abstract
BACKGROUND Individuals (i.e. children/young adults) with developmental disabilities (DDs) and intellectual disabilities (IDs) often display a variety of physical and motor impairments. It is well known that participation in motor activities can positively impact the development of children's cognitive and social skills. Recently, virtual and digital technologies (e.g. video conferencing applications, virtual reality and video gaming) have been increasingly used to promote better physical/motor outcomes. The efficacy of digital technologies in improving motor outcomes for those with DD/ID varies depending on the technology and population, and the comparative effects of various technologies are unknown. The aim of our study is to conduct a systematic review to comprehensively examine the quantitative and qualitative results of current studies reporting the efficacy of digitally based motor interventions on motor outcomes in individuals with DD/ID. METHODS Literature published from 1900 to 2024 was searched in four health sciences databases: PubMed, PsycINFO, Scopus and CINAHL. Articles that examined the effects of gross motor/physical activity training using technologies such as exergaming (i.e. exercise through video gaming such as the Wii and Xbox Kinect), virtual reality or telehealth video conferencing applications (i.e. Zoom, Webex or mobile health apps) on the standardised or game-specific gross motor performance of individuals with DD/ID diagnoses that do not typically experience significant walking challenges using experimental or quasi-experimental study designs were included. Thirty relevant articles were retrieved from a search of the databases PubMed (914), PsycINFO (1201), Scopus (1910) and CINAHL (948). RESULTS Our quantitative synthesis of this published literature suggests strong and consistent evidence of small-to-large improvements in motor skill performance following digital movement interventions. CONCLUSIONS Our review supports the use of digital motor interventions to support motor skill performance in individuals with DD without ID. Digital technologies can provide a more engaging option for therapists to promote motor skill development in individuals with DD or for caregivers to use as an adjunct to skilled therapy.
Collapse
Affiliation(s)
- J Corey
- Biomechanics & Movement Science Program, University of Delaware, Newark, DE, USA
- Department of Physical Therapy, University of Delaware, Newark, DE, USA
| | - J M Tsai
- Department of Physical Therapy, University of Delaware, Newark, DE, USA
- Interdisciplinary Neuroscience Graduate Program, Department of Psychological and Brain Sciences, University of Delaware, Newark, DE, USA
| | - A Mhadeshwar
- Department of Physical Therapy, University of Delaware, Newark, DE, USA
| | - S Srinivasan
- Physical Therapy Program, Department of Kinesiology, University of Connecticut, Storrs, CT, USA
- Institute for Collaboration on Health, Intervention, and Policy (InCHIP), University of Connecticut, Storrs, CT, USA
- The Institute for the Brain and Cognitive Sciences (IBACS), University of Connecticut, Storrs, CT, USA
| | - A Bhat
- Biomechanics & Movement Science Program, University of Delaware, Newark, DE, USA
- Department of Physical Therapy, University of Delaware, Newark, DE, USA
- Interdisciplinary Neuroscience Graduate Program, Department of Psychological and Brain Sciences, University of Delaware, Newark, DE, USA
| |
Collapse
|
5
|
Abd-Elfattah HM, Galal DOSM, Abdelmageed SM, Aly SM, Ameen FH, Sayed AO, Abd-Elmonem AM. Effect of touch screen tablet use on fine motor functions in children with hemiparetic cerebral palsy: A randomized controlled trial. NeuroRehabilitation 2024; 55:137-146. [PMID: 39213101 DOI: 10.3233/nre-240134] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 09/04/2024]
Abstract
BACKGROUND Cerebral palsy is the most frequent condition affecting the central nervous system and causing large disability. OBJECTIVE To determine the impact of touch screen tablet upon fine motor functions in children with hemiparesis. METHOD This was a randomized controlled trial involving 60 children, ranging in age from 5 to 7 years old, randomized into two groups: intervention or control group (30 children per group). Both groups were given 12 consecutive weeks of designed fine motor tasks. Additionally, for thirty minutes, the intervention group was given a fine motor exercise program on a touch screen tablet. Upper limb function, finger dexterity and pinch strength were measured pre and post the recommended treatment program using the quality of upper extremity skill test (QUEST), Nine-Hole Peg Test and Jamar hydraulic pinch gauge, respectively. RESULTS All outcome measures were equivalent between intervention groups at admission (P > 0.05). Significant improvements were found in all assessed variables within the two groups. Meanwhile, the intervention group had significantly higher improvements (P < 0.05) in finger dexterity, pinch strength, and upper limb function when compared with the control groups. CONCLUSION Including a touch screen smart tablet application with a specially designed fine motor program is an effective method that helps children with U-CP perform more effectively with their fine motor skills.
Collapse
Affiliation(s)
- Hanaa M Abd-Elfattah
- Department of Physical Therapy for Pediatrics and Pediatric Surgery, Faculty of Physical Therapy, Badr University in Cairo, Cairo, Egypt
| | - Dina O Shokri M Galal
- Department of Physical Therapy for Orthopedic and Orthopedic Surgery, Faculty of Physical Therapy, Badr University in Cairo, Cairo, Egypt
| | - Shaima M Abdelmageed
- Department of Physical Therapy for Neurology, Faculty of Physical Therapy, Cairo University, Cairo, Egypt
| | - Sobhy M Aly
- Department of Biomechanics, Faculty of Physical Therapy, Cairo University, Cairo, Egypt
- Department of Physical Therapy, College of Applied Medical Sciences, Najran University, Najran, Saudi Arabia
| | - Fairouz H Ameen
- Department of Basic Science, Faculty of Physical Therapy, Badr University in Cairo, Cairo, Egypt
| | - Asmaa O Sayed
- Department of Physical Therapy for Pediatrics, Faculty of Physical Therapy, Cairo University, Cairo, Egypt
| | - Amira M Abd-Elmonem
- Department of Physical Therapy for Pediatrics, Faculty of Physical Therapy, Cairo University, Cairo, Egypt
| |
Collapse
|
6
|
Lackner CL, Gorter JW, Segalowitz SJ. Cognitive Event-Related Potentials in Young Adults With Cerebral Palsy: A Proof-of-Concept Study. Clin EEG Neurosci 2024; 55:64-75. [PMID: 33267615 PMCID: PMC10702313 DOI: 10.1177/1550059420977318] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/21/2020] [Revised: 09/11/2020] [Accepted: 09/28/2020] [Indexed: 11/17/2022]
Abstract
Cerebral palsy (CP) is a movement and posture disorder often accompanied by cognitive difficulties which can be assessed using event-related potentials (ERPs), an often-overlooked tool in this population. Here we describe our assessment protocol, examine its feasibility, and validate the use of single-subject ERP analyses in adolescents and young adults with CP, an analysis approach which recognizes the heterogeneity of the clinical population. This study involved a final sample of 9 adolescents/young adults with CP participating in the "MyStory" study (age range 16-29 years, Mage = 25.0 years; 6 female; Gross Motor Function Classification System level I [n = 4], II [n = 2], III [n = 1], IV [n = 1], and V [n = 1]). ERP components were elicited over medial prefrontal and central cortex (error- and correct-related negativities [ERN/CRN], error-positivity [Pe], N100, P200, N200, P300), as well as those generated over occipital cortex (P100, N170). Group and single-subject ERP statistics were computed for ERPs recorded over both areas. Using recently developed data analysis methods (independent components analysis and robust bootstrapped single-subject statistics), we measured the number of participants demonstrating significant condition differences at the timing of each ERP component of interest. We demonstrate good validity for ERPs recorded during 2 of our 3 tasks eliciting frontal activation (eg, 4 of 6 participants with usable data showed a significant single-subject medial frontal negativity condition difference in a context-switching task) and good validity for ERPs derived from a task engaging occipital regions (eg, 8 of 9 participants each showed a significant N170 face-object condition effect).
Collapse
Affiliation(s)
- Christine L. Lackner
- Psychology Department, Brock University, St Catharines, Ontario, Canada
- Jack and Nora Walker Centre for Lifespan Development Research, Brock University, St Catharines, Ontario, Canada
| | - Jan Willem Gorter
- CanChild Centre for Childhood Disability Research, Department of Pediatrics, McMaster University, Hamilton, Ontario, Canada
| | - Sidney J. Segalowitz
- Psychology Department, Brock University, St Catharines, Ontario, Canada
- Jack and Nora Walker Centre for Lifespan Development Research, Brock University, St Catharines, Ontario, Canada
| | | |
Collapse
|
7
|
Meriggi P, Mandalà M, Randazzo M, Brazzoli E, Castagna A, Di Giusto V, Cavallini A, Marzegan A, Lencioni T, Olivieri I. Non-immersive virtual reality based treatment for children with unilateral cerebral palsy: Preliminary results. J Pediatr Rehabil Med 2024; 17:107-123. [PMID: 38489200 PMCID: PMC10977369 DOI: 10.3233/prm-230028] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/31/2023] [Accepted: 01/09/2024] [Indexed: 03/17/2024] Open
Abstract
PURPOSE Unilateral cerebral palsy (UCP) represents about 30-40% of overall cerebral palsy diagnoses. Upper limb impairment has a significant negative impact on activities of daily living (ADL), and recent studies have shown that the use of virtual reality (VR) can increase motivation and promote an improvement in ADL. This preliminary study was aimed at exploring the acceptability and usability of a VR rehabilitation treatment, using the VITAMIN Platform, for children with UCP. A secondary goal of the study was to compare the results of usual standardized clinical scales and questionnaires with kinematic results as well as with the quantitative measures acquired by the VITAMIN platform in each exercise of the rehabilitation sessions. METHODS Six children with UCP (aged 7-15) were recruited for a preliminary investigation in using a non-immersive VR system. The treatment was composed of 10 weekly sessions of 45 minutes. Each child played five types of exergames, using the impaired upper limb to hit virtual objects projected on a wide screen. Standardized clinical scales, kinematic analysis, and questionnaires were used to extensively assess upper limb function before and at the end of treatment. Five typically-developing children provided a reference for the instrumented kinematic assessment. RESULTS At the end of the treatment, Melbourne Assessment 2 (MA2) scores increased for all the participants (mean increase in range of movement (ROM) + 19.1%, accuracy + 4.6%, dexterity + 13.1%, fluency + 10.3%). Shoulder flexion-extension ROM also improved (mean increase + 10.5°), and according to the kinematic analysis, shoulder movements became more similar to reference profiles. These results were confirmed by a general improvement in performing ADL, assessed by the ABILHAND-Kids questionnaire. Finally, a general agreement among the different measures and indexes emerged from the acquired data. CONCLUSION The results show that VR treatment with the VITAMIN platform could be engaging and functional for rehabilitation of children with UCP. The good agreement among the qualitative and quantitative measures and indexes confirms the potential of such novel treatment. However, due to the limited sample size and small number of sessions, further and larger investigations are required to evaluate the effectiveness and to generalize the results.
Collapse
Affiliation(s)
| | | | | | | | | | | | | | | | | | - Ivana Olivieri
- IRCCS Fondazione Don Carlo Gnocchi, Milan, Italy
- Centro Benedetta D’Intino Onlus, Milan, Italy
| |
Collapse
|
8
|
Tobaiqi MA, Albadawi EA, Fadlalmola HA, Albadrani MS. Application of Virtual Reality-Assisted Exergaming on the Rehabilitation of Children with Cerebral Palsy: A Systematic Review and Meta-Analysis. J Clin Med 2023; 12:7091. [PMID: 38002703 PMCID: PMC10672287 DOI: 10.3390/jcm12227091] [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: 09/27/2023] [Revised: 10/15/2023] [Accepted: 11/07/2023] [Indexed: 11/26/2023] Open
Abstract
BACKGROUND Rehabilitation programs for children with cerebral palsy (CP) aim to improve their motor and cognitive skills through repeated and progressively challenging exercises. However, these exercises can be tedious and demotivating, which can affect the effectiveness and feasibility of the programs. To overcome this problem, virtual reality VR-assisted exergaming has emerged as a novel modality of physiotherapy that combines fun and motivation with physical activity. VR exergaming allows children with CP to perform complex movements in a secure and immersive environment, where they can interact with virtual objects and scenarios. This enhances their active engagement and learning, as well as their self-confidence and enjoyment. We aim to provide a comprehensive overview of the current state of research on VR exergaming for CP rehabilitation. The specific objectives are: To identify and describe the existing studies that have investigated the effects of VR exergaming on motor function and participation outcomes in children with CP. In addition, we aim to identify and discuss the main gaps, challenges, and limitations in the current research on VR exergaming for CP rehabilitation. Finally, we aim to provide recommendations and suggestions for future research and practice in this field. METHODS In June 2023, we conducted a systematic search on Scopus, Web of Science, PubMed, Cochrane, and Embase for randomized trials and cohort studies that applied VR-assisted exergaming to rehabilitating patients with CP. The inclusion criteria encompassed the following: (1) Randomized controlled trials (RCTs) and cohort studies involving the rehabilitation of children with CP; (2) the application of VR-based exergaming on the rehabilitation; (3) in comparison with conventional rehabilitation/usual care. The quality of the selected RCTs was evaluated using Cochrane's tool for risk of bias assessment bias includes. Whereas the quality of cohort studies was assessed using the National Institutes of Health (NIH) tool. RESULTS The systematic search of databases retrieved a total of 2576 studies. After removing 863 duplicates, 1713 studies underwent title and abstract screening, and 68 studies were then selected as eligible for full-text screening. Finally, 45 studies were involved in this review (n = 1580), and 24 of those were included in the quantitative analysis. The majority of the included RCTs had a low risk of bias regarding study reporting, participants' attrition, and generating a random sequence. Nearly half of the RCTs ensured good blinding of outcomes assessors. However, almost all the RCTs were unclear regarding the blinding of the participants and the study personnel. The 2020 retrospective cohort study conducted at Samsung Changwon Hospital, investigating the effects of virtual reality-based rehabilitation on upper extremity function in children with cerebral palsy, demonstrated fair quality in its methodology and findings. VR-assisted exergaming was more effective than conventional physiotherapy in improving the Gross Motor Function Measurement (GMFM)-88 score (MD = 0.81; 95% CI [0.15, 1.47], p-value = 0.02) and the GMFM walking and standing dimensions (MD = 1.45; 95% CI [0.48, 2.24], p-value = 0.003 and MD = 3.15; 95% CI [0.87, 5.42], p-value = 0.007), respectively. The mobility and cognitive domains of the Pediatric Evaluation of Disability Inventory score (MD = 1.32; 95% CI [1.11, 1.52], p-value < 0.001) and (MD = 0.81; 95% CI [0.50, 1.13], p-value < 0.0001) were also improved. The Canadian Occupational Performance Measure performance domain (MD = 1.30; 95% CI [1.04, 1.56], p-value < 0.001), the WeeFunctional Independence Measure total score (MD = 6.67; 95% CI [6.36, 6.99], p-value < 0.0001), and the Melbourne Assessment of Unilateral Upper Limb Function-2 score (p-value < 0.001) improved as well. This new intervention is similarly beneficial as conventional therapy in improving other efficacy measures. CONCLUSIONS Our findings suggest that VR-assisted exergaming may have some advantages over conventional rehabilitation in improving CP children's functioning and performance in daily life activities, upper and lower limb mobility, and cognition. VR-assisted exergaming seems to be as effective as conventional physiotherapy in the other studied function measures. With its potential efficacy, better feasibility, no reported side effects, and entertaining experience, VR-assisted exergaming may be a viable complementary approach to conventional physiotherapy in rehabilitating children with CP.
Collapse
Affiliation(s)
- Muhammad Abubaker Tobaiqi
- Department of Family and Community Medicine, College of Medicine, Taibah University, Al-Madinah Al-Munawara 42353, Saudi Arabia
| | - Emad Ali Albadawi
- Department of Anatomy, College of Medicine, Taibah University, Al-Madinah Al-Munawara 42353, Saudi Arabia;
| | - Hammad Ali Fadlalmola
- Department of Community Health Nursing, Nursing College, Taibah University, Al-Madinah Al-Munawara 42353, Saudi Arabia;
| | - Muayad Saud Albadrani
- Department of Family and Community Medicine, College of Medicine, Taibah University, Al-Madinah Al-Munawara 42353, Saudi Arabia
| |
Collapse
|
9
|
Babik I, Cunha AB, Srinivasan S. Biological and environmental factors may affect children's executive function through motor and sensorimotor development: Preterm birth and cerebral palsy. Infant Behav Dev 2023; 73:101881. [PMID: 37643499 DOI: 10.1016/j.infbeh.2023.101881] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2022] [Revised: 08/03/2023] [Accepted: 08/15/2023] [Indexed: 08/31/2023]
Abstract
Disruptive biological and environmental factors may undermine the development of children's motor and sensorimotor skills. Since the development of cognitive skills, including executive function, is grounded in early motor and sensorimotor experiences, early delays or impairments in motor and sensorimotor processing often trigger dynamic developmental cascades that lead to suboptimal executive function outcomes. The purpose of this perspective paper is to link early differences in motor/sensorimotor processing to the development of executive function in children born preterm or with cerebral palsy. Uncovering such links in clinical populations would improve our understanding of developmental pathways and key motor and sensorimotor skills that are antecedent and foundational for the development of executive function. This knowledge will allow the refinement of early interventions targeting motor and sensorimotor skills with the goal of proactively improving executive function outcomes in at-risk populations.
Collapse
Affiliation(s)
- Iryna Babik
- Department of Psychological Science, Boise State University, Boise, ID, USA.
| | - Andrea B Cunha
- Munroe-Meyer Institute, University of Nebraska Medical Center, Omaha, NE, USA
| | - Sudha Srinivasan
- Physical Therapy Program, Department of Kinesiology, University of Connecticut, Storrs, CT, USA
| |
Collapse
|
10
|
Kilcioglu S, Schiltz B, Araneda R, Bleyenheuft Y. Short- to Long-Term Effects of Virtual Reality on Motor Skill Learning in Children With Cerebral Palsy: Systematic Review and Meta-Analysis. JMIR Serious Games 2023; 11:e42067. [PMID: 37698895 PMCID: PMC10523212 DOI: 10.2196/42067] [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: 08/20/2022] [Revised: 04/24/2023] [Accepted: 07/18/2023] [Indexed: 09/13/2023] Open
Abstract
BACKGROUND Many studies have started integrating virtual reality (VR) into neurorehabilitation for children with cerebral palsy (CP). The results of the effects of VR on motor skill learning, including the short- to long-term results of relevant studies, must be pooled in a generic framework. OBJECTIVE This systematic review and meta-analysis aimed to investigate the short- to long-term effects of therapies including VR on motor skill learning in children with CP. METHODS Two examiners followed the inclusion and exclusion criteria of the "Participant, Intervention, Control, and Outcome" framework. Randomized controlled trials (RCTs) and non-RCTs were considered if they compared VR-included interventions with control groups on motor functions and daily life activities in children with CP. PubMed, ScienceDirect, Embase, and IEEE Xplore databases were searched. The modified Downs and Black assessment was used to assess the methodological quality of the included studies. Meta-analyses and subgroup analyses for RCTs were conducted whenever possible. RESULTS A total of 7 RCTs, 2 non-RCTs, and 258 children with CP were included. The priority focus of 78% (7/9) of the studies was upper limb functions. There was a significant short-term effect of adding VR to conventional therapies on upper limb functions when compared with conventional therapies (P=.04; standardized mean difference [SMD]=0.39, 95% CI 0.01-0.76). The overall medium- to long-term effects showed a trend toward favoring the VR group, although the difference was not statistically significant (P=.06; SMD=0.37, 95% CI -0.02 to 0.77). For balance (P=.06; SMD=1.04, 95% CI -0.04 to 2.12), gross motor functions (P=.30; SMD=2.85, 95% CI -2.57 to 8.28), and daily life activities outcomes (P=.21; SMD=0.29, 95% CI -0.16 to 0.74), the overall effect in the short term also showed a trend toward favoring the VR group, but these results were not statistically significant. CONCLUSIONS VR seems to have additional benefits for motor skill learning in children with CP. Studies with follow-up outcomes of VR training focusing on balance and gross motor functions in patients with CP were quite limited. Future research on balance and gross motor function outcomes should target particularly long-term results of therapies including VR on motor skill learning. TRIAL REGISTRATION PROSPERO International Prospective Register of Systematic Reviews CRD42021227734; https://www.crd.york.ac.uk/prospero/display_record.php?ID=CRD42021227734.
Collapse
Affiliation(s)
- Seyma Kilcioglu
- Institute of Neuroscience, Université Catholique de Louvain (UCLouvain), Brussels, Belgium
| | - Benoît Schiltz
- Institute of Neuroscience, Université Catholique de Louvain (UCLouvain), Brussels, Belgium
| | - Rodrigo Araneda
- Institute of Neuroscience, Université Catholique de Louvain (UCLouvain), Brussels, Belgium
- Exercise and Rehabilitation Science Institute, School of Physical Therapy, Faculty of Rehabilitation Science, Universidad Andrés Bello, Santiago, Chile
| | - Yannick Bleyenheuft
- Institute of Neuroscience, Université Catholique de Louvain (UCLouvain), Brussels, Belgium
| |
Collapse
|
11
|
Lohss R, Odorizzi M, Sangeux M, Hasler CC, Viehweger E. Consequences of Virtual Reality Experience on Biomechanical Gait Parameters in Children with Cerebral Palsy: A Scoping Review. Dev Neurorehabil 2023; 26:377-388. [PMID: 37537745 DOI: 10.1080/17518423.2023.2242930] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/12/2023] [Accepted: 07/26/2023] [Indexed: 08/05/2023]
Abstract
Virtual reality (VR), coupled with motion tracking, can investigate walking in a controlled setting while applying various walking challenges. The purpose of this review was to summarize the evidence on consequences of VR on biomechanical gait parameters in children with cerebral palsy. MEDLINE, Embase and Web of Science were searched. Among 7.574 studies, screened by two independent reviewers, seven studies were included, analyzing treadmill (n = 6) or overground walking (n = 1) under VR. Most frequently reported were the spatiotemporal parameters walking speed, stride length, step width, stance phase, and the kinematic parameters range of knee flexion and peak ankle dorsiflexion. However, methodological approaches and reporting of the results were inconsistent among studies. This review reveals that VR can complement information gained from clinical gait analysis. However, this is still an emerging field of research and there is limited knowledge on the effect of VR on gait parameters, notably during overground walking.
Collapse
Affiliation(s)
- Regine Lohss
- Laboratory for Movement Analysis, University Children's Hospital Basel (UKBB), Basel, Switzerland
- Department of Biomedical Engineering, University of Basel, Allschwil, Switzerland
| | - Marco Odorizzi
- Laboratory for Movement Analysis, University Children's Hospital Basel (UKBB), Basel, Switzerland
| | - Morgan Sangeux
- Laboratory for Movement Analysis, University Children's Hospital Basel (UKBB), Basel, Switzerland
- Department of Biomedical Engineering, University of Basel, Allschwil, Switzerland
| | - Carol-Claudius Hasler
- Laboratory for Movement Analysis, University Children's Hospital Basel (UKBB), Basel, Switzerland
| | - Elke Viehweger
- Laboratory for Movement Analysis, University Children's Hospital Basel (UKBB), Basel, Switzerland
- Department of Biomedical Engineering, University of Basel, Allschwil, Switzerland
| |
Collapse
|
12
|
De Miguel-Rubio A, Alba-Rueda A, Millán-Salguero EM, De Miguel-Rubio MD, Moral-Munoz JA, Lucena-Anton D. Virtual Reality for Upper Limb Rehabilitation in Patients With Obstetric Brachial Palsy: Systematic Review and Meta-Analysis of Randomized Controlled Trials. J Med Internet Res 2023; 25:e47391. [PMID: 37389922 PMCID: PMC10365570 DOI: 10.2196/47391] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2023] [Revised: 05/09/2023] [Accepted: 05/23/2023] [Indexed: 07/01/2023] Open
Abstract
BACKGROUND Obstetric brachial palsy (OBP) is a pathology caused by complications during childbirth because of cervical spine elongation, affecting the motor and sensory innervation of the upper limbs. The most common lesion occurs on the C5 and C6 nerve branches, known as Erb-Duchenne palsy. The least common lesion is when all nerve roots are affected (C5-T1), which has the worst prognosis. Virtual reality (VR) is commonly used in neurological rehabilitation for the evaluation and treatment of physical deficits. OBJECTIVE This systematic review aims to assess the efficacy of VR in the rehabilitation of upper limb function in patients with OBP. METHODS A search was performed according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines in several scientific databases-PubMed, Web of Science, PEDro, Cochrane, MEDLINE, Scopus, and CINAHL-without language or date restrictions and including articles published up to April 2023. The inclusion criteria were established according to the population, intervention, comparison, outcome, and study (PICOS) design framework: children aged <18 years diagnosed with OBP, VR therapy used in addition to conventional therapy or isolated, VR therapy compared with conventional therapy, outcomes related to OBP rehabilitation therapy, and randomized controlled trials (RCTs). The PEDro scale was used to assess the methodological quality of the RCTs, and the Cochrane Collaboration tool was used to assess the risk of bias. The Review Manager statistical software (version 5.4; The Cochrane Collaboration) was used to conduct the meta-analysis. The results were synthesized through information extraction and presented in tables and forest plots. RESULTS In total, 5 RCTs were included in this systematic review, with 3 (60%) providing information for the meta-analysis. A total of 138 participants were analyzed. All the studies used semi-immersive or nonimmersive VR systems. The statistical analysis showed no favorable results for all outcomes except for the hand-to-mouth subtest of the Mallet scoring system (functional activity; standardized mean difference -0.97, 95% CI -1.67 to -0.27; P=.007). CONCLUSIONS The evidence for the use of VR therapy for upper limb rehabilitation outcomes in patients with OBP was insufficient to support its efficacy and strongly recommend its use. Nevertheless, scientific literature supports the use of VR technologies for rehabilitation as it provides several advantages, such as enhancing the patient's motivation, providing direct feedback, and focusing the patient's attention during the intervention. Thus, the use of VR for upper limb rehabilitation in patients with OBP is still in its first stages. Small sample sizes; limited long-term analysis; lack of testing of different doses; and absence of International Classification of Functioning, Disability, and Health-related outcomes were present in the included RCTs, so further research is needed to fully understand the potential of VR technologies as a therapeutic approach for patients with OBP. TRIAL REGISTRATION PROSPERO CRD42022314264; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=314264.
Collapse
Affiliation(s)
| | - Alvaro Alba-Rueda
- Departamento de Enfermería, Farmacología y Fisioterapia, Universidad de Córdoba, Córdoba, Spain
| | | | | | - Jose A Moral-Munoz
- Departamento de Enfermería y Fisioterapia, Instituto de Investigación e Innovación Biomédica de Cádiz (INiBICA), Facultad de Enfermería y Fisioterapia, Universidad de Cádiz, Cádiz, Spain
| | - David Lucena-Anton
- Departamento de Enfermería y Fisioterapia, Instituto de Investigación e Innovación Biomédica de Cádiz (INiBICA), Facultad de Enfermería y Fisioterapia, Universidad de Cádiz, Cádiz, Spain
| |
Collapse
|
13
|
Romeo DM, Venezia I, De Biase M, Sini F, Velli C, Mercuri E, Brogna C. The Use of the 6MWT for Rehabilitation in Children with Cerebral Palsy: A Narrative Review. J Pers Med 2022; 13:jpm13010028. [PMID: 36675689 PMCID: PMC9863513 DOI: 10.3390/jpm13010028] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2022] [Revised: 12/02/2022] [Accepted: 12/19/2022] [Indexed: 12/24/2022] Open
Abstract
Assessing and improving walking abilities is considered one of the most important functional goals of physical therapy in children with cerebral palsy. However, there is still a gap in knowledge regarding the efficacy of treatment targeting the walking capacity of children with CP, as well as their responsiveness to the treatment. The 6 min walk test (6MWT) is a reliable tool to measure this function in children with CP, although less has been known about its potential efficacy to assess changes in the walking abilities associated with interventions. The aim of the present narrative review is to increase the amount of knowledge regarding the use of the 6MWT as a reliable measure to evaluate the effect of interventions on walking capacity in children with CP.
Collapse
Affiliation(s)
- Domenico M. Romeo
- Pediatric Neurology Unit, Fondazione Policlinico Universitario A. Gemelli, IRCCS, 00168 Rome, Italy
- Pediatric Neurology Unit, Università Cattolica del Sacro Cuore, 00168 Rome, Italy
- Correspondence: ; Tel.: +39-0630156307; Fax: +39-0630154363
| | - Ilaria Venezia
- Pediatric Neurology Unit, Università Cattolica del Sacro Cuore, 00168 Rome, Italy
| | - Margherita De Biase
- Pediatric Neurology Unit, Università Cattolica del Sacro Cuore, 00168 Rome, Italy
| | - Francesca Sini
- Pediatric Neurology Unit, Fondazione Policlinico Universitario A. Gemelli, IRCCS, 00168 Rome, Italy
| | - Chiara Velli
- Pediatric Neurology Unit, Fondazione Policlinico Universitario A. Gemelli, IRCCS, 00168 Rome, Italy
| | - Eugenio Mercuri
- Pediatric Neurology Unit, Fondazione Policlinico Universitario A. Gemelli, IRCCS, 00168 Rome, Italy
- Pediatric Neurology Unit, Università Cattolica del Sacro Cuore, 00168 Rome, Italy
| | - Claudia Brogna
- Pediatric Neurology Unit, Fondazione Policlinico Universitario A. Gemelli, IRCCS, 00168 Rome, Italy
| |
Collapse
|
14
|
Liu C, Wang X, Chen R, Zhang J. The Effects of Virtual Reality Training on Balance, Gross Motor Function, and Daily Living Ability in Children With Cerebral Palsy: Systematic Review and Meta-analysis. JMIR Serious Games 2022; 10:e38972. [DOI: 10.2196/38972] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2022] [Revised: 09/14/2022] [Accepted: 10/11/2022] [Indexed: 11/11/2022] Open
Abstract
Background
The increasing number of children with cerebral palsy (CP) has a serious impact on individuals, families, and society. As a new technology, virtual reality (VR) has been used in the rehabilitation of children with CP.
Objective
This study aimed to systematically evaluate the effect of VR training on balance, gross motor function, and daily living ability in children with CP.
Methods
PubMed, Embase, The Cochrane Library, Web of Science, and China National Knowledge Infrastructure databases were searched by computer, with the search period being from the establishment of each database to December 25, 2021, to collect randomized controlled trials (RCTs) on the effects of VR training on balance, gross motor function, and daily living ability in children with CP. The Cochrane risk of bias assessment tool was used to conduct quality assessment on the included literature, and RevMan software (version 5.3) was used to analyze data.
Results
A total of 16 articles were included, involving 513 children with CP. VR training can improve the balance function (Pediatric Balance Scale: mean difference 2.06, 95% CI 1.15-2.97; P<.001; Berg Balance Scale: mean difference 3.66, 95% CI 0.29-7.02; P=.03) and gross motor function (standardized mean difference [SMD] 0.60, 95% CI 0.34-0.87; P<.001) of children with CP. However, there is still certain disagreement on the impact on daily living ability (SMD 0.37, 95% CI –0.04 to 0.78; P=.08); after removing the source literature with heterogeneity, VR training can improve the daily living ability of children with CP (SMD 0.55, 95% CI 0.30-0.81; P<.001).
Conclusions
VR training can significantly improve the balance function and gross motor function of children with CP, but the effect on the daily living ability of children with CP remains controversial.
Collapse
|
15
|
Montoro-Cárdenas D, Cortés-Pérez I, Ibancos-Losada MDR, Zagalaz-Anula N, Obrero-Gaitán E, Osuna-Pérez MC. Nintendo ® Wii Therapy Improves Upper Extremity Motor Function in Children with Cerebral Palsy: A Systematic Review with Meta-Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12343. [PMID: 36231643 PMCID: PMC9566093 DOI: 10.3390/ijerph191912343] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Revised: 09/22/2022] [Accepted: 09/26/2022] [Indexed: 06/16/2023]
Abstract
BACKGROUND Nintendo® Wii-based therapy (NWT) is a non-immersive virtual reality therapy used to recover upper extremity (UE) motor function in children with cerebral palsy (CP). We aimed primarily to elucidate the effectiveness of NWT in improving UE motor and functional impaired abilities in children with CP, compared to conventional therapy or no intervention. The secondary aim was to assess if NWT is more effective when used alone or combined with conventional therapy. METHODS A systematic review with meta-analysis was conducted from a bibliographic search in PubMed, Scopus, PEDro, Web of Science, and CINHAL, ending in October 2021, in accordance with PRISMA guidelines. We included randomized controlled trials that compared NWT vs. conventional therapy or no intervention in terms of their impact on different UE impaired abilities (grip strength, tip grip strength, UE dissociated movements, functional capacity in daily living activities, gross and fine motor dexterity, and grasping ability) in children with CP. Effect size was calculated with standardized mean difference (SMD) and its 95% confidence interval (95% CI). RESULTS Nine studies (276 participants) were included. NWT is more effective than conventional therapy at improving grip strength (SMD = 0.5, 95% CI 0.08, 0.91), tip grip strength (SMD = 0.95, 95% CI 0.3, 1.61), and grasping ability (SMD = 0.72, 95%CI 0.14, 1.3). NWT is more effective than conventional therapy at improving functional capacity in daily living activities (SMD = 0.83, 95% CI 0.07, 1.56). For fine manual dexterity, NWT was better than no intervention (SMD = 3.12, 95% CI 1.5, 4.7). CONCLUSIONS Our results indicate that NWT is effective at improving various UE impaired motor skills in children with CP.
Collapse
|
16
|
Efficacy of Virtual Reality-Based Rehabilitation Interventions to Improve Balance Function in Patients with Cerebral Palsy: A Systematic Review and Meta-analysis of RCTs. ARCHIVES OF NEUROSCIENCE 2022. [DOI: 10.5812/ans-122865] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Context: Cerebral palsy (CP) results from damage to the central nervous system, leading to disturbances of motor and sensory functions, especially the balance. Virtual reality exercise intervention (VRI) is a promising technique to improve motor function in children with CP by engaging such individuals in real-like world events through simulations. This review study examines the effects of VRI on static and functional balances and summarizes the effective protocols of virtual reality-based rehabilitation interventions for the CP patients. Methods: A comprehensive search was performed using the following databases: Medline/PubMed, Scopus, Cochrane Library, PEDro, EBSCOhost, and the Online Library of the University of London. The PEDro scale was used to assess the methodological quality. The data extracted from the reviewed studies were coded according to Cooper and Hedges’ guidelines considering the following criteria: (I) Patients' characteristics, (II) intervention protocols, (III) outcomes, and (IV) results. To this end, twelve RCTs with 248 patients aged 4 - 20 years old were analyzed and assessed as "fair" to "good" methodological quality according to Pedro’s scale (4 to 8). VRI alone or in combination with a standard physiotherapy program or with other tools such as tDCS was applied. Results: Twelve RCTs met the inclusion criteria. The meta-analysis showed the good effect of VRI on the static and functional balances of patients with CP (Cohen’s d = 0.66). The funnel plot revealed no significant asymmetry or heterogeneity among the studies (P = 0.271, I2 = 19.71%), reflecting the absence of publication biases. Conclusions: This review reports four major perspectives of the VRI applications: (1) VRI settings, (2) selection of exercises, (3) outcome measures, and (4) long-term effects. Moreover, this review summarizes the specific effects of VRI on balance improvement in patients with CP from different perspectives. However, considering the limited number of well-conducted RCTs in this field, a large homogeneous samples size is still needed for future RCTs.
Collapse
|
17
|
Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19031525. [PMID: 35162546 PMCID: PMC8834834 DOI: 10.3390/ijerph19031525] [Citation(s) in RCA: 20] [Impact Index Per Article: 6.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/24/2021] [Revised: 01/22/2022] [Accepted: 01/25/2022] [Indexed: 12/12/2022]
Abstract
Health 4.0 aligns with Industry 4.0 and encourages the application of the latest technologies to healthcare. Virtual reality (VR) is a potentially significant component of the Health 4.0 vision. Though VR in health care is a popular topic, there is little knowledge of VR-aided therapy from a macro perspective. Therefore, this paper was aimed to explore the research of VR in aiding therapy, thus providing a potential guideline for futures application of therapeutic VR in healthcare towards Health 4.0. A mixed research method was adopted for this research, which comprised the use of a bibliometric analysis (a quantitative method) to conduct a macro overview of VR-aided therapy, the identification of significant research structures and topics, and a qualitative review of the literature to reveal deeper insights. Four major research areas of VR-aided therapy were identified and investigated, i.e., post-traumatic stress disorder (PTSD), anxiety and fear related disorder (A&F), diseases of the nervous system (DNS), and pain management, including related medical conditions, therapies, methods, and outcomes. This study is the first to use VOSviewer, a commonly used software tool for constructing and visualizing bibliometric networks and developed by Center for Science and Technology Studies, Leiden University, the Netherlands, to conduct bibliometric analyses on VR-aided therapy from the perspective of Web of Science core collection (WoSc), which objectively and visually shows research structures and topics, therefore offering instructive insights for health care stakeholders (particularly researchers and service providers) such as including integrating more innovative therapies, emphasizing psychological benefits, using game elements, and introducing design research. The results of this paper facilitate with achieving the vision of Health 4.0 and illustrating a two-decade (2000 to year 2020) map of pre-life of the Health Metaverse.
Collapse
|
18
|
Zhang Y, Li R, Miao X, Cheng LJ, Lau Y. Virtual motor training to improve the activities of daily living, hand grip, and gross motor function among children with cerebral palsy: Meta-regression analysis. Gait Posture 2022; 91:297-305. [PMID: 34798421 DOI: 10.1016/j.gaitpost.2021.10.046] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/23/2020] [Revised: 10/28/2021] [Accepted: 10/29/2021] [Indexed: 02/02/2023]
Abstract
BACKGROUND Given that cerebral palsy is a lifelong condition, continuous motor training is necessary to correct abnormal posture and patterns to improve functional performance. OBJECTIVE To explore the essential features of virtual motor training and identify its effects on the activities of daily living, hand grip function, and gross motor function among children with cerebral palsy. METHODS Ten databases were systematically searched for randomized controlled trials from inception until October 15, 2019. Studies with a randomized controlled trials design, children with cerebral palsy, comparisons of virtual motor training with other interventions, and activities of daily living, hand grip, and gross motor function outcomes were included. Subgroup analyses and meta-regression were performed. The effect size was assessed using random-effects meta-analysis and evaluated by using Hedges' g. Random effects univariate meta-regression model was used to examine the association of covariates with intervention effectiveness. RESULTS Seventeen randomized controlled trials with 853 participants were included. Meta-analysis indicated that the virtual motor training had significant positive effects on activities of daily living (g = 0.31, 95% confidence interval, CI = 0.10, 0.51), grip (g = 0.40, 95% CI = 0.08, 0.71), and gross motor (g = 0.71, 95% CI = 0.43, 0.99) function. Univariate random-effects meta-regression analysis indicated an increase in activities of daily living scores for motion capture systems that used depth imaging compared with those that used digital imaging. SIGNIFICANCE Our systematic review indicated that virtual motor function may significantly improve ADLs, hand grip, and gross motor functions among children with cerebral palsy.
Collapse
Affiliation(s)
- Yanran Zhang
- The Affiliated Hospital of Qingdao University, Qingdao, Shandong, China.
| | - Runze Li
- The Affiliated Hospital of Qingdao University, Qingdao, Shandong, China.
| | - Xiuxin Miao
- Associate Professor and Director, School of Nursing, Department of Medicine, Qingdao University, Qingdao, Shandong, China.
| | - Ling Jie Cheng
- Health Systems and Behavioural Sciences Domain, Saw Swee Hock School of Public Health, National University of Singapore, Singapore.
| | - Ying Lau
- Alice Lee Centre for Nursing Studies, Yong Loo Lin School of Medicine, National University of Singapore, Singapore.
| |
Collapse
|
19
|
Feitosa JA, Fernandes CA, Casseb RF, Castellano G. Effects of virtual reality-based motor rehabilitation: a systematic review of fMRI studies. J Neural Eng 2021; 19. [PMID: 34933281 DOI: 10.1088/1741-2552/ac456e] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/29/2021] [Accepted: 12/21/2021] [Indexed: 11/11/2022]
Abstract
BACKGROUND The use of virtual reality (VR) as a rehabilitation tool has been shown to induce motor and cognitive improvements in different populations. Functional magnetic resonance imaging (fMRI) has been used to investigate neuroplasticity resulting from these treatments. We hypothesize that VR rehabilitation induces functional improvement and brain changes that can be detected by fMRI. OBJECTIVE To systematically review the effects of VR intervention on the cortical reorganization measured by fMRI and associated with functional improvement. METHODS We performed a systematic review of studies published between 2005 and 2021. Papers were retrieved from six databases using the following keywords: "motor rehabilitation", "fMRI" and "virtual reality". Case studies, pre-post studies, cross-sectional studies, and randomized controlled trials published were included. Manuscripts were assessed by The NIH Study Quality Assessment Tools to determine their quality. RESULTS Twenty-three articles met our eligibility criteria: 18 about VR rehabilitation in stroke and five on other clinical conditions (older adults, cerebral palsy, and Parkinson's disease). Changes in neural patterns of activation and reorganization were revealed in both the ipsilesional and the contralesional hemispheres. Results were located mainly in the primary motor cortex, sensorimotor cortex and supplementary motor area in post-stroke patients in the acute, subacute, and chronic rehabilitation phases, and were associated with functional improvement after VR intervention. Similar effects were observed in older adults and in patients with other neurological diseases with improved performance. CONCLUSION Most stroke-related studies showed either restoration to normal or increase of activation patterns or relateralization at/to the ipsilesional hemisphere, with some also reporting a decrease in activity or extent of activation after VR therapy. In general, VR intervention demonstrated evidence of efficacy both in neurological rehabilitation and in performance improvement of older adults, accompanied by fMRI evidence of brain reorganization.
Collapse
Affiliation(s)
- Jamille A Feitosa
- University of Campinas, Institute of Physics Gleb Wataghin, R. Sérgio Buarque de Holanda, nº 777, Campinas, SP, 13083-872, BRAZIL
| | - Corina A Fernandes
- University of Campinas, Institute of Physics Gleb Wataghin, R. Sérgio Buarque de Holanda, nº 777, Campinas, SP, 13083-872, BRAZIL
| | - Raphael F Casseb
- University of Campinas, Neuroimaging Laboratory - Rua Vital Brasil, 251, Cidade Universitaria "Zeferino Vaz", Campinas, SP, Brazil, Campinas, 13083-888, BRAZIL
| | - Gabriela Castellano
- Department of Cosmic Rays and Chronology, University of Campinas - UNICAMP, Institute of Physics Gleb Wataghin, R. Sérgio Buarque de Holanda, nº 777, Cidade Universitária, Campinas, SP, 13083-859, BRAZIL
| |
Collapse
|
20
|
Montoro-Cárdenas D, Cortés-Pérez I, Zagalaz-Anula N, Osuna-Pérez MC, Obrero-Gaitán E, Lomas-Vega R. Nintendo Wii Balance Board therapy for postural control in children with cerebral palsy: a systematic review and meta-analysis. Dev Med Child Neurol 2021; 63:1262-1275. [PMID: 34105150 DOI: 10.1111/dmcn.14947] [Citation(s) in RCA: 29] [Impact Index Per Article: 7.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/28/2021] [Indexed: 12/30/2022]
Abstract
AIM To analyse the efficacy of Nintendo Wii therapy (NWT) on functional balance in children with cerebral palsy (CP). METHOD A systematic review with meta-analysis (PROSPERO identification number CRD42020169510) was performed using randomized controlled trials (RCTs) that examined the effect of NWT on functional, dynamic, and static balance in children with CP, assessed with the Pediatric Balance Scale, the Timed Get Up and Go Test, and the One Leg Stance Test respectively. The pooled effect was calculated using the Cohen's standardized mean difference (SMD). RESULTS Eleven RCTs with 270 children (when sex was reported: 43% females, 57% males) with CP (mean age [SD] 10y 1mo [1y 1mo], range 5-16y) were included. On functional balance, we found very low-quality evidence with a large effect of NWT compared with no intervention (SMD 0.95, 95% confidence interval [CI] 0.02-1.89) and moderate-quality evidence for using NWT plus conventional physical therapy (CPT) versus CPT (SMD 0.78, 95% CI 0.20-1.35) in sessions of approximately 30 minutes (SMD 0.86, 95% CI 0.20-1.52) and interventions lasting longer than 3 weeks (SMD 1.03, 95% CI 0.58-1.47). For dynamic balance, very low-quality evidence for a medium effect for using NWT plus CPT versus CPT (SMD 0.70, 95% CI 0.12-1.29) was found. INTERPRETATION NWT can be considered an effective treatment for improving functional and dynamic balance in children with CP, especially when combined with CPT in 30-minute sessions with interventions lasting longer than 3 weeks. What this paper adds Moderate-quality evidence with a large effect of Nintendo Wii therapy (NWT) on functional balance, compared with conventional physical therapy (CPT). Moderate-quality evidence with medium effect of NWT plus CPT on functional and dynamic balance, compared with CPT. Appropriate NWT sessions should be equal to or slightly less than 30 minutes. NWT interventions must be longer than 3 weeks.
Collapse
|
21
|
Ebrahimi N, Rojhani-Shirazi Z, Yoosefinejad AK, Nami M. The effects of virtual reality training on clinical indices and brain mapping of women with patellofemoral pain: a randomized clinical trial. BMC Musculoskelet Disord 2021; 22:900. [PMID: 34696764 PMCID: PMC8544183 DOI: 10.1186/s12891-021-04785-6] [Citation(s) in RCA: 8] [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] [Received: 04/27/2021] [Accepted: 10/08/2021] [Indexed: 11/10/2022] Open
Abstract
Background Virtual reality training (VRT) is a new method for the rehabilitation of musculoskeletal impairments. However, the clinical and central effects of VRT have not been investigated in patients with patellofemoral pain (PFP). To comprehensively assess the effects of VRT on clinical indices and brain function, we used a randomized clinical trial based on clinical and brain mapping assessment. Methods Twenty-six women with PFP for more than 6 months were randomly allocated to 2 groups: intervention and control. The intervention consisted of lifestyle education + 8 weeks VRT, in 24 sessions each lasting 40 min of training, whereas the control group just received lifestyle education. The balance was the primary outcome and was measured by the modified star excursion balance test. Secondary outcomes included pain, function, quality of life, and brain function which were assessed by visual analogue scale, step down test and Kujala questionnaire, SF-36, and EEG, respectively. Pre-intervention, post-intervention and follow-up (1 month after the end of the intervention) measurements were taken for all outcome measures except EEG, which was evaluated only at pre-intervention and post-intervention). Analyses of variance was used to compare the clinical outcomes between the two groups. The independent t-test also was used for between group EEG analyses. Results Balance score (P < 0.001), function (P < 0.001), and quality of life (P = 0.001) improved significantly at post-intervention and 1 month follow-up in the VRT group compared with the control group. VRT group showed a significantly decreased pain score (P = 0.004). Alpha (P < 0.05) and theta (P = 0.01) power activity also increased in the brain of the VRT group. Conclusion This study demonstrated that long term VRT was capable of improving both clinical impairments and brain function in patients with PFP. Therefore, therapists and clinicians can use this method as a more holistic approach in the rehabilitation of PFP. Trial registration IRCT, IRCT20090831002391N40. Registered 23 / 10 / 2019.
Collapse
Affiliation(s)
- Naghmeh Ebrahimi
- Student Research Committee, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Chamran Blvd., Abiverdi 1Street, P.O. Box: 71345-1733, Shiraz, Iran
| | - Zahra Rojhani-Shirazi
- Department of Physical Therapy, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Chamran Blvd., Abiverdi 1Street, P.O. Box: 71345-1733, Shiraz, Iran.,Rehabilitation Sciences Research Center, Shiraz University of Medical Sciences, Shiraz, Iran
| | - Amin Kordi Yoosefinejad
- Department of Physical Therapy, School of Rehabilitation Sciences, Shiraz University of Medical Sciences, Chamran Blvd., Abiverdi 1Street, P.O. Box: 71345-1733, Shiraz, Iran. .,Rehabilitation Sciences Research Center, Shiraz University of Medical Sciences, Shiraz, Iran.
| | - Mohammad Nami
- Neuroscience Center, Instituto de Investigaciones Científicas y Servicios de Alta Tecnología (INDICASAT AIP), City of Knowledge, Panama City, 084301103, Panama.,Department of Neuroscience, School of Advanced Medical Sciences and Technologies, Shiraz University of Medical Sciences, Shiraz, 71348-14336, Iran.,Dana Brain Health Institute, Iranian Neuroscience Society-Fars Chapter, Shiraz, 71364-76172, Iran.,Academy of Health, Senses Cultural Foundation, Sacramento, CA, 66006, USA.,Department of Cognitive Neuroscience, Institute for Cognitive Science Studies (ICSS), Pardis, Tehran, 1658344575, Iran
| |
Collapse
|
22
|
Oh H, Lee G. Feasibility of full immersive virtual reality video game on balance and cybersickness of healthy adolescents. Neurosci Lett 2021; 760:136063. [PMID: 34174345 DOI: 10.1016/j.neulet.2021.136063] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2021] [Revised: 05/25/2021] [Accepted: 06/14/2021] [Indexed: 11/17/2022]
Abstract
Various virtual reality (VR) games with head-mounted displays (HMDs) can provide immersive experiences, but are often accompanied by negative experiences. We investigated the feasibility of immersive virtual reality game on balance and cybersickness in healthy adolescents. This is cross-over design. This study included 11 healthy adolescents. Balance and cybersickness were measured in the following three conditions. First, as a baseline, only balance was measured while no immersive virtual reality game was being played. Second, balance and cybersickness were measured while the participants played an immersive virtual reality game with a fixed background. Third, balance and cybersickness were measured while the participants played an immersive virtual reality game with a moving background. A force plate was used to measure balance, while the Questionnaire (VRSQ) and Simulator Sickness Questionnaire (SSQ) were used to measure cybersickness. Sway velocity and length significantly increased during the game with a moving background compared to baseline and a fixed background game (p < 0.05). VRSQ and SSQ scores significantly increased during the game with a fixed and moving background compared to baseline (p < 0.05) and were significantly higher with use of the moving versus fixed background (p < 0.05). This study demonstrated that playing an immersive virtual reality game with a moving background could negatively affect balance and cybersickness. These results will help to select game contents that can reduce side effects when applying VR HMD to various fields in the future.
Collapse
Affiliation(s)
- HyeJin Oh
- Graduate School of Kyungnam University, Changwon, Republic of Korea
| | - GyuChang Lee
- Kyungnam University, Changwon, Republic of Korea.
| |
Collapse
|
23
|
Rutkowski S, Adamczyk M, Pastuła A, Gos E, Luque-Moreno C, Rutkowska A. Training Using a Commercial Immersive Virtual Reality System on Hand-Eye Coordination and Reaction Time in Young Musicians: A Pilot Study. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18031297. [PMID: 33535539 PMCID: PMC7908336 DOI: 10.3390/ijerph18031297] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 01/26/2021] [Accepted: 01/27/2021] [Indexed: 12/12/2022]
Abstract
The implementation of virtual reality (VR) opens up a wide range of possibilities for the development of dexterity, speed and precision of movements. The aim of this study was to investigate whether immersive VR training affected the hand–eye coordination and reaction time in students of the state music school. This study implemented a single-group pre-post study design. This study enrolled 14 individuals, submitted to a 15 min training session of the immersive music game “Beat Saber”, once a day for 5 consecutive days. The plate-tapping test (PTT) and the ruler-drop test (Ditrich’s test) were used to assess the reaction time. Trial-making test (TMT) A and TMT B were used to assess coordination and visual attention. Analysis of the results showed a statistically significant improvement in hand–eye coordination and reaction time of music school students using the TMT-A (p < 0.002), TMT-B (p < 0.001), Ditrich’s test for the non-dominant hand (0.025) and PTT (0.0001) after applying a week-long training period in immersive VR. The results obtained in the present study show that the VR system, along with the immersive music game, has the potential to improve hand–eye coordination and reaction time in young musicians, which may lead to the faster mastering of a musical instrument.
Collapse
Affiliation(s)
- Sebastian Rutkowski
- Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland;
- Correspondence: ; Tel.: +48-507-027-792
| | - Mateusz Adamczyk
- Descartes’ Error Student Research Association, Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland; (M.A.); (A.P.); (E.G.)
| | - Agnieszka Pastuła
- Descartes’ Error Student Research Association, Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland; (M.A.); (A.P.); (E.G.)
| | - Edyta Gos
- Descartes’ Error Student Research Association, Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland; (M.A.); (A.P.); (E.G.)
| | - Carlos Luque-Moreno
- Nursing and Physiotherapy Department, University of Cadiz, 11003 Cadiz, Spain;
| | - Anna Rutkowska
- Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland;
| |
Collapse
|
24
|
Yeves-Lite A, Zuil-Escobar JC, Martínez-Cepa C, Romay-Barrero H, Ferri-Morales A, Palomo-Carrión R. Conventional and Virtual Reality Mirror Therapies in Upper Obstetric Brachial Palsy: A Randomized Pilot Study. J Clin Med 2020; 9:jcm9093021. [PMID: 32961793 PMCID: PMC7563545 DOI: 10.3390/jcm9093021] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/07/2020] [Revised: 09/07/2020] [Accepted: 09/17/2020] [Indexed: 12/16/2022] Open
Abstract
The abilities of children diagnosed with Obstetric Brachial Palsy (OBP) are limited by brachial plexus injuries. Thus, their participation in the community is hindered, which involves a lower quality of life due to worse performance in activities of daily living as a consequence of the functional limitations of the affected upper limb. Conventional Mirror Therapy (Conventional MT) and Virtual Therapy improve the affected upper limb functionality. Therefore, the aim of this study was to compare the effects of Conventional MT and Virtual Reality MT on the spontaneous use of the affected upper limb and quality of life of children with upper Obstetric Brachial Palsy between 6 and 12 years of age. A randomized pilot study was performed. Twelve children were randomly assigned to perform Conventional Mirror Therapy or Virtual Reality Mirror Therapy for four weeks. Ten children completed the treatment. Two assessments (pre/post-intervention) were carried out to assess the spontaneous use of the affected upper limb and the quality of life using the Children’s Hand-use Experience Questionnaire (CHEQ) and the Pediatric Quality of Life Inventory Generic Core Scales (PedsQL TM 4.0), respectively. There was a statistically significant increment in spontaneous use, observed in independent tasks (p = 0.02) and in the use of the affected hand with grasp (p = 0.04), measured with the CHEQ, for the Virtual Reality MT group. There were no statistically significant changes (p > 0.05) for the Conventional MT group in the spontaneous use of the affected upper limb. Regarding the quality of life, statistically significant changes were obtained in the Physical and Health activity categories of the parents’ questionnaire (p = 0.03) and in the total score of the children’s questionnaire (p = 0.04) in the Virtual Reality MT group, measured using the PedsQL TM 4.0. Statistically significant changes were not obtained for the quality of life in the Conventional MT group. This study suggests that, compared to Conventional MT, Virtual Reality MT would be a home-based therapeutic complement to increase independent bimanual tasks using grasp in the affected upper limb and improve the quality of life of children diagnosed with upper OBP in the age range of 6–12 years.
Collapse
Affiliation(s)
- Alba Yeves-Lite
- San-José Institute Foundation, Avda. de la Hospitalidad, s/n, 28054 Madrid, Spain;
| | - Juan Carlos Zuil-Escobar
- Department of Physiotherapy, Faculty of Medicine, CEU-San Pablo University, Urb. Montepríncipe, s/n., 28668 Madrid, Spain
- Correspondence: (J.C.Z.-E.); (C.M.-C.)
| | - Carmen Martínez-Cepa
- Department of Physiotherapy, Faculty of Medicine, CEU-San Pablo University, Urb. Montepríncipe, s/n., 28668 Madrid, Spain
- Correspondence: (J.C.Z.-E.); (C.M.-C.)
| | - Helena Romay-Barrero
- Department of Nursing, Physiotherapy and Occupational Therapy, Faculty of Physiotherapy and Nursing, University of Castilla-La Mancha, 45071 Toledo, Spain; (H.R.-B.); (A.F.-M.); (R.P.-C.)
| | - Asunción Ferri-Morales
- Department of Nursing, Physiotherapy and Occupational Therapy, Faculty of Physiotherapy and Nursing, University of Castilla-La Mancha, 45071 Toledo, Spain; (H.R.-B.); (A.F.-M.); (R.P.-C.)
| | - Rocío Palomo-Carrión
- Department of Nursing, Physiotherapy and Occupational Therapy, Faculty of Physiotherapy and Nursing, University of Castilla-La Mancha, 45071 Toledo, Spain; (H.R.-B.); (A.F.-M.); (R.P.-C.)
| |
Collapse
|
25
|
Keller J, Štětkářová I, Macri V, Kühn S, Pětioký J, Gualeni S, Simmons СD, Arthanat S, Zilber P. Virtual reality-based treatment for regaining upper extremity function induces cortex grey matter changes in persons with acquired brain injury. J Neuroeng Rehabil 2020; 17:127. [PMID: 32919473 PMCID: PMC7488738 DOI: 10.1186/s12984-020-00754-7] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/02/2019] [Accepted: 09/02/2020] [Indexed: 01/02/2023] Open
Abstract
Background Individuals with acquired brain injuries (ABI) are in need of neurorehabilitation and neurorepair. Virtual anatomical interactivity (VAI) presents a digital game-like format in which ABI survivors with upper limb paresis use an unaffected limb to control a standard input device and a commonplace computer mouse to control virtual limb movements and tasks in a virtual world. Methods In a prospective cohort study, 35 ambulatory survivors of ABI (25/71% stroke, 10/29% traumatic brain injury) were enrolled. The subjects were divided into three groups: group A received VAI therapy only, group B received VAI and physical/occupational therapy (P/OT), and group C received P/OT only. Motor skills were evaluated by muscle strength (hand key pinch strength, grasp, and three-jaw chuck pinch) and active range of motion (AROM) of the shoulder, elbow, and wrist. Changes were analyzed by ANOVA, ANCOVA, and one-tailed Pearson correlation analysis. MRI data was acquired for group A, and volumetric changes in grey matter were analyzed using voxel-based morphometry (VBM) and correlated with quantified motor skills. Results AROM of the shoulder, elbow, and wrist improved in all three groups. VBM revealed grey matter increases in five brain areas: the tail of the hippocampus, the left caudate, the rostral cingulate zone, the depth of the central sulcus, and the visual cortex. A positive correlation between the grey matter volumes in three cortical regions (motor and premotor and supplementary motor areas) and motor test results (power and AROM) was detected. Conclusions Our findings suggest that the VAI rehabilitation program significantly improved motor function and skills in the affected upper extremities of subjects with acquired brain injuries. Significant increases in grey matter volume in the motor and premotor regions of affected hemisphere and correlations of motor skills and volume in nonaffected brain regions were present, suggesting marked changes in structural brain plasticity. Trial registration The trial “Limitations of motor brain activity – use of virtual reality for simulation of therapeutic interventions” has been registered under reference number ISRCTN11757651.
Collapse
Affiliation(s)
- Jiří Keller
- Department of Radiology, Na Homolce Hospital, Prague, Czech Republic. .,Department of Neurology, Third Faculty of Medicine, Charles University, Prague, Czech Republic.
| | - Ivana Štětkářová
- Department of Neurology, Third Faculty of Medicine, Charles University, Prague, Czech Republic
| | - Vince Macri
- 3D PreMotorSkill Technologies LLC, Tallahassee, FL, USA
| | - Simone Kühn
- Department of Psychiatry and Psychotherapy, University Clinic Hamburg-Eppendorf, Hamburg, Germany
| | - Jakub Pětioký
- REGIBASE, Prague, Czech Republic.,Rehabilitation Center, Kladruby, Czech Republic
| | - Stefano Gualeni
- Institute of Digital Games, University of Malta, Msida, Malta
| | - С Douglas Simmons
- School of Occupational Therapy, MCPHS University, Manchester, NH, USA
| | - Sajay Arthanat
- Department of Occupational Therapy, University of New Hampshire, Durham, NH, USA
| | - Paul Zilber
- 3D PreMotorSkill Technologies LLC, Tallahassee, FL, USA
| |
Collapse
|
26
|
Coco-Martin MB, Piñero DP, Leal-Vega L, Hernández-Rodríguez CJ, Adiego J, Molina-Martín A, de Fez D, Arenillas JF. The Potential of Virtual Reality for Inducing Neuroplasticity in Children with Amblyopia. J Ophthalmol 2020; 2020:7067846. [PMID: 32676202 PMCID: PMC7341422 DOI: 10.1155/2020/7067846] [Citation(s) in RCA: 29] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2020] [Revised: 06/02/2020] [Accepted: 06/11/2020] [Indexed: 12/12/2022] Open
Abstract
In recent years, virtual reality (VR) has emerged as a new safe and effective tool for neurorehabilitation of different childhood and adulthood conditions. VR-based therapies can induce cortical reorganization and promote the activation of different neuronal connections over a wide range of ages, leading to contrasted improvements in motor and functional skills. The use of VR for the visual rehabilitation in amblyopia has been investigated in the last years, with the potential of using serious games combining perceptual learning and dichoptic stimulation. This combination of technologies allows the clinician to measure, treat, and control changes in interocular suppression, which is one of the factors leading to cortical alterations in amblyopia. Several clinical researches on this issue have been conducted, showing the potential of promoting visual acuity, contrast sensitivity, and stereopsis improvement. Indeed, several systems have been evaluated for amblyopia treatment including the use of different commercially available types of head mounted displays (HMDs). These HMDs are mostly well tolerated by patients during short exposures and do not cause significant long-term side effects, although their use has been occasionally associated with some visual discomfort and other complications in certain types of subjects. More studies are needed to confirm these promising therapies in controlled randomized clinical trials, with special emphasis on the definition of the most adequate planning for obtaining an effective recovery of the visual and binocular function.
Collapse
Affiliation(s)
- María B. Coco-Martin
- 1Group of Applied Clinical Neurosciences and Advanced Data Analysis, Neurology Department, Faculty of Medicine, University of Valladolid, Valladolid, Spain
| | - David P. Piñero
- 2Department of Optics, Pharmacology and Anatomy, University of Alicante, Alicante, Spain
- 3Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain
| | - Luis Leal-Vega
- 1Group of Applied Clinical Neurosciences and Advanced Data Analysis, Neurology Department, Faculty of Medicine, University of Valladolid, Valladolid, Spain
| | - Carlos J. Hernández-Rodríguez
- 2Department of Optics, Pharmacology and Anatomy, University of Alicante, Alicante, Spain
- 3Department of Ophthalmology, Vithas Medimar International Hospital, Alicante, Spain
| | - Joaquin Adiego
- 4Group of Applied Clinical Neurosciences and Advanced Data Analysis, Computer Science Department, School of Computing, University of Valladolid, Valladolid, Spain
| | - Ainhoa Molina-Martín
- 2Department of Optics, Pharmacology and Anatomy, University of Alicante, Alicante, Spain
| | - Dolores de Fez
- 2Department of Optics, Pharmacology and Anatomy, University of Alicante, Alicante, Spain
| | - Juan F. Arenillas
- 1Group of Applied Clinical Neurosciences and Advanced Data Analysis, Neurology Department, Faculty of Medicine, University of Valladolid, Valladolid, Spain
- 5Department of Neurology, Stroke Unit and Stroke Program, University Hospital, University of Valladolid, Valladolid, Spain
| |
Collapse
|
27
|
Corregidor-Sánchez AI, Segura-Fragoso A, Rodríguez-Hernández M, Criado-Alvarez JJ, González-Gonzalez J, Polonio-López B. Can exergames contribute to improving walking capacity in older adults? A systematic review and meta-analysis. Maturitas 2019; 132:40-48. [PMID: 31883662 DOI: 10.1016/j.maturitas.2019.12.006] [Citation(s) in RCA: 23] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2019] [Revised: 12/04/2019] [Accepted: 12/06/2019] [Indexed: 11/28/2022]
Abstract
BACKGROUND The accessibility, low cost and motivation generated by exergames has fostered its rapid expansion as a rehabilitation technique. OBJECTIVE To estimate the effectiveness of rehabilitation programs using IVGT in improving walking capacity of people aged 60 years and over. MATERIALS AND METHODS The electronic data research following the PRISMA Statement (Scopus, Cochrane, Web of Science, OT Seeker, National Guideline Clearinghouse, Trip Database, CSIC Spanish National Research Council) was completed in September 2018. The results of randomized clinical trials using exergames for rehabilitation of walking capacity were combined. The calculations have followed the guidelines of the Cochrane Handbook for Systematic Reviews of Interventions. The Grading of Recommendations Assessment, Development and Evaluation system was used to evaluate the quality of the evidence. RESULTS We obtained data from 14 trials, including 11 meta-analysis studies. The size of exergames effects on walking capacity is moderate, but significant (SMD -0.56; 95 % CI: -0.90, -0.21; p = 0.002). Effectiveness was greater to recover the ability to transfer from one position or place to another (SMD -1.02; CI 95 %: -1.70, -0.35; P = 0.003). The intervention protocols, their duration and intensity varied considerably. The lack of masking, the allocation concealment, the absence of assessor blinding were the main causes of bias so the final grade of evidence has been low for walking and very low for transfers. CONCLUSIONS Positive clinical effects of exergames have been found to improve walking capacity, but the quality of evidence to refute its effectiveness is weak with risk of bias. Further research is needed in order to know the actual magnitude of its effect.
Collapse
Affiliation(s)
| | - Antonio Segura-Fragoso
- Faculty of Health Sciences, University of Castilla la Mancha (UCLM), Talavera de la Reina, Toledo, Spain; Health Sciences Institute, Talavera de la Reina, Toledo, Spain
| | - Marta Rodríguez-Hernández
- Faculty of Health Sciences, University of Castilla la Mancha (UCLM), Talavera de la Reina, Toledo, Spain
| | - Juan José Criado-Alvarez
- Faculty of Health Sciences, University of Castilla la Mancha (UCLM), Talavera de la Reina, Toledo, Spain; Health Service of Castilla La Mancha, SESCAM, Toledo Spain
| | - Jaime González-Gonzalez
- Faculty of Health Sciences, University of Castilla la Mancha (UCLM), Talavera de la Reina, Toledo, Spain; Health Service of Castilla La Mancha, SESCAM, Toledo Spain
| | - Begoña Polonio-López
- Faculty of Health Sciences, University of Castilla la Mancha (UCLM), Talavera de la Reina, Toledo, Spain
| |
Collapse
|
28
|
Pourazar M, Bagherzadeh F, Mirakhori F. Virtual reality training improves dynamic balance in children with cerebral palsy. INTERNATIONAL JOURNAL OF DEVELOPMENTAL DISABILITIES 2019; 67:429-434. [PMID: 34925773 PMCID: PMC8676581 DOI: 10.1080/20473869.2019.1679471] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Revised: 10/08/2019] [Accepted: 10/09/2019] [Indexed: 06/14/2023]
Abstract
AIMS The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). METHODS 20 girls with SHCP (mean age =9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) 'Just Dance 3' and Modified star excursion balance test (SEBT) were used for video game based training and dynamic balance tests, respectively. MANCOVA and ANCOVA Tests were performed at p < 0.05 to analyze the data. RESULTS Based on MANCOVA test results, there was a significant difference between groups at least in one of the dynamic balance variables (anterior, posterolateral, and posteromedial) after controlling for pretest (F (3, 13) = 41.81, p < .005). Results of ANCOVA test showed a significant difference between the dynamic balance variables in the anterior (F = 52.80, p = 0.001), posterolateral (F = 117.86, p = 0.001), and posteromedial (F = 23.84, p = 0.001) directions in children with cerebral palsy. CONCLUSIONS This paper proposes that video game based training can successfully guide children with cerebral palsy to improve their balance ability. This virtual system is therefore an interesting tool in the therapies related to the children with cerebral palsy.
Collapse
Affiliation(s)
- Morteza Pourazar
- Department of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran
- Department of Sport Sciences, Imam Khomeini International University, Qazvin, Iran
| | - Fazlolah Bagherzadeh
- Department of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran
- Department of Sport Sciences, Imam Khomeini International University, Qazvin, Iran
| | - Fatemeh Mirakhori
- Department of Physical Education and Sport Sciences, University of Tehran, Tehran, Iran
- Department of Sport Sciences, Imam Khomeini International University, Qazvin, Iran
| |
Collapse
|
29
|
Dan B, Pelc K. Ethics of human enhancement in cerebral palsy. Ann Phys Rehabil Med 2019; 63:389-390. [PMID: 30978528 DOI: 10.1016/j.rehab.2019.03.002] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/06/2019] [Revised: 02/28/2019] [Accepted: 03/14/2019] [Indexed: 12/01/2022]
Affiliation(s)
- Bernard Dan
- Université Libre de Bruxelles (ULB), Centre interuniversitaire de référence pour l'infirmité motrice cérébrale ULB-VUB-ULg, and Inkendaal Rehabilitation Hospital, Inkendaalstraat 1, 1602 Vlezenbeek, Belgium.
| | - Karine Pelc
- Université Libre de Bruxelles (ULB), Centre interuniversitaire de référence pour l'infirmité motrice cérébrale ULB-VUB-ULg, and Inkendaal Rehabilitation Hospital, Inkendaalstraat 1, 1602 Vlezenbeek, Belgium
| |
Collapse
|
30
|
Development of an interactive game-based mirror image hand rehabilitation system. INTEL SERV ROBOT 2019. [DOI: 10.1007/s11370-018-00272-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
|
31
|
Birckhead B, Khalil C, Liu X, Conovitz S, Rizzo A, Danovitch I, Bullock K, Spiegel B. Recommendations for Methodology of Virtual Reality Clinical Trials in Health Care by an International Working Group: Iterative Study. JMIR Ment Health 2019; 6:e11973. [PMID: 30702436 PMCID: PMC6374734 DOI: 10.2196/11973] [Citation(s) in RCA: 163] [Impact Index Per Article: 27.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/19/2018] [Revised: 10/23/2018] [Accepted: 10/23/2018] [Indexed: 01/04/2023] Open
Abstract
BACKGROUND Therapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed. OBJECTIVE We aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments. METHODS A group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments. RESULTS The interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs-VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided. CONCLUSIONS Patients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.
Collapse
Affiliation(s)
- Brandon Birckhead
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States
| | - Carine Khalil
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Laboratoire Interdisciplinaire de Recherche Appliquée en Économie de la Santé, Paris Descartes University, Paris, France
| | - Xiaoyu Liu
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
| | - Samuel Conovitz
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
| | - Albert Rizzo
- Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States
| | - Itai Danovitch
- Department of Psychiatry, Cedars-Sinai Health System, Los Angeles, CA, United States
| | - Kim Bullock
- Department of Psychiatry, Stanford University School of Medicine, Palo Alto, CA, United States
| | - Brennan Spiegel
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
| |
Collapse
|
32
|
Costa MTS, Vieira LP, Barbosa EDO, Mendes Oliveira L, Maillot P, Otero Vaghetti CA, Giovani Carta M, Machado S, Gatica-Rojas V, Monteiro-Junior RS. Virtual Reality-Based Exercise with Exergames as Medicine in Different Contexts: A Short Review. Clin Pract Epidemiol Ment Health 2019; 15:15-20. [PMID: 30972138 PMCID: PMC6407662 DOI: 10.2174/1745017901915010015] [Citation(s) in RCA: 39] [Impact Index Per Article: 6.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/19/2018] [Revised: 12/08/2018] [Accepted: 12/24/2018] [Indexed: 04/30/2023]
Abstract
There is enough evidence that, nowadays, the sedentary lifestyle is one of the major health problems worldwide, linked to many chronic diseases, including mental comorbidities, systemic hypertension, metabolic dysregulation, and cancer. Although health societies recommend engagement to physical activities, there is an overwhelming number of people remaining sedentary, even knowing the health benefits of regular exercises. One of the main factors that justifies this scenario is the lack of motivation, which is a barrier to people intended to start new habits for health. Considering this previous information, new alternatives for exercises may help people engage in a healthier lifestyle. Technology has contributed to this with devices that allow movements based on virtual reality approaches, including the exergames. These are games available even in commercial devices, as video-games, that allow people to work with different physical components. Furthermore, exergames add cognitive gain through its dual-task characteristic. Moreover, due to the combination of these benefits, they are feasible to acquire, and easy to use. Exergames are not only a potential strategy to reduce sedentary lifestyle but also a good method to improve health gains and rehabilitation in different populations and pathological conditions: older adults, stroke survivors, and Parkinson's disease. In this review, we aim to demonstrate some conditions that literature supports the intervention with exergames due to its physical and cognitive benefits. Furthermore, at the end of this review, we also explore the neurobiological mechanisms behind virtual-reality based exercises.
Collapse
Affiliation(s)
- Marcos Túlio Silva Costa
- Department of Internal Medicine, Faculty of Medicine, State University of Montes Claros, Montes Claros, Brazil
| | - Lanna Pinheiro Vieira
- Department of Internal Medicine, Faculty of Medicine, State University of Montes Claros, Montes Claros, Brazil
| | | | - Luciana Mendes Oliveira
- Department of Physical Education, State University of Montes Claros, Montes Claros, Brazil
- Departament of Neurology, Faculty of Medicine, Universidade Federal Fluminense, Niterói, Rio de Janeiro, Brazil
| | - Pauline Maillot
- UFR de Sciences et Techniques des Activités Physiques et Sportives de Paris, Université Paris Descartes, Paris, France
| | | | | | - Sérgio Machado
- Departament of Physical Activity Science, Universidade Salgado de Oliveira, Niterói, Rio de Janeiro, Brazil
| | | | - Renato Sobral Monteiro-Junior
- Department of Physical Education, State University of Montes Claros, Montes Claros, Brazil
- Address correspondence to this author at the Department of Physical Education, State University of Montes Claros, Montes Claros, Brazil; Tel: +55383229-8000; E-mail:
| |
Collapse
|
33
|
Pourazar M, Mirakhori F, Hemayattalab R, Bagherzadeh F. Use of virtual reality intervention to improve reaction time in children with cerebral palsy: A randomized controlled trial. Dev Neurorehabil 2018; 21:515-520. [PMID: 28933977 DOI: 10.1080/17518423.2017.1368730] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Abstract
PURPOSE The purpose of this study was to investigate the training effects of Virtual Reality (VR) intervention program on reaction time in children with cerebral palsy. METHODS Thirty boys ranging from 7 to 12 years (mean = 11.20; SD = .76) were selected by available sampling method and randomly divided into the experimental and control groups. Simple Reaction Time (SRT) and Discriminative Reaction Time (DRT) were measured at baseline and 1 day after completion of VR intervention. Multivariate analysis of variance (MANOVA) and paired sample t-test were performed to analyze the results. RESULTS MANOVA test revealed significant effects for group in posttest phase, with lower reaction time in both measures for the experimental group. Based on paired sample t-test results, both RT measures significantly improved in experimental group following the VR intervention program. CONCLUSIONS This paper proposes VR as a promising tool into the rehabilitation process for improving reaction time in children with cerebral palsy.
Collapse
Affiliation(s)
- Morteza Pourazar
- a Department of Physical Education and Sport Sciences , University of Tehran , Tehran , Iran
| | - Fatemeh Mirakhori
- a Department of Physical Education and Sport Sciences , University of Tehran , Tehran , Iran
| | - Rasool Hemayattalab
- a Department of Physical Education and Sport Sciences , University of Tehran , Tehran , Iran
| | - Fazlolah Bagherzadeh
- a Department of Physical Education and Sport Sciences , University of Tehran , Tehran , Iran
| |
Collapse
|
34
|
Hung JW, Chang YJ, Chou CX, Wu WC, Howell S, Lu WP. Developing a Suite of Motion-Controlled Games for Upper Extremity Training in Children with Cerebral Palsy: A Proof-of-Concept Study. Games Health J 2018; 7:327-334. [PMID: 30124337 PMCID: PMC6251329 DOI: 10.1089/g4h.2017.0141] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
Aim: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch. Materials and Methods: This is a proof-of-concept study. We developed three games, requiring three UE movement patterns (shoulder holding, reaching, and handclap), for use in children with CP. The primary outcome was feasibility, addressed by adherence, engagement, satisfaction, and safety. The secondary outcome was efficacy, which was evaluated by Quality of Upper Extremities Skills Test (QUEST), Box and Block Test (BBT), Melbourne Assessment 2 (MA2) test, and ABILHAND-kids score. Results: Thirteen children with CP (mean age 6.9 years) received 24 sessions of training (30 minutes per session). The adherence rate was 100%. During the first 2 weeks of training, children had a significantly higher level of participation in Kinect2Scratch training than in conventional rehabilitation [Pittsburgh Participation Scale, median (interquartile range [IQR]), 6 (3–6) vs. 4 (3–6) P = 0.04]. However, during the last 2 weeks of training, there was no significant difference in participation between the Kinect2Scratch and conventional training [Pittsburgh Rehabilitation Participation Scale, median (IQR), 4 (3–5) vs. 4 (3–6) P = 0.55]. Most children enjoyed playing the games. The mean score of enjoyment was 4.54 ± 0.66. There were no adverse events during the training periods. The children had significant improvement in total score of QUEST and MA2. There were no significant improvements in BBT and ABILHAND-kids score. Conclusion: Using Kinect2Scratch games for UE training is a feasible adjunctive program for children with CP.
Collapse
Affiliation(s)
- Jen-Wen Hung
- 1 Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center , Kaohsiung, Taiwan .,2 School of Physical Therapy, College of Medicine , Chang Gung University, Taoyuan, Taiwan
| | - Yao-Jen Chang
- 3 Department of Electronic Engineering, Chung Yuan Christian University , Chung-Li, Taiwan
| | - Chiung-Xia Chou
- 1 Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center , Kaohsiung, Taiwan
| | - Wen-Chi Wu
- 1 Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center , Kaohsiung, Taiwan
| | | | - Wei-Peng Lu
- 1 Department of Rehabilitation, Chang Gung Memorial Hospital-Kaohsiung Medical Center , Kaohsiung, Taiwan
| |
Collapse
|
35
|
Chivukula S, Pikul BK, Black KL, Pouratian N, Bookheimer SY. Contralateral functional reorganization of the speech supplementary motor area following neurosurgical tumor resection. BRAIN AND LANGUAGE 2018; 183:41-46. [PMID: 29783125 PMCID: PMC6499625 DOI: 10.1016/j.bandl.2018.05.006] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/24/2017] [Revised: 04/22/2018] [Accepted: 05/11/2018] [Indexed: 06/08/2023]
Abstract
We evaluated plasticity in speech supplemental motor area (SMA) tissue in two patients using functional magnetic resonance imaging (fMRI), following resection of tumors in or associated with the dominant hemisphere speech SMA. Patient A underwent resection of a anaplastic astrocytoma NOS associated with the left speech SMA, experienced SMA syndrome related mutism postoperatively, but experienced full recovery 14 months later. FMRI performed 32 months after surgery demonstrated a migration of speech SMA to homologous contralateral hemispheric regional tissue. Patient B underwent resection of a oligodendroglioma NOS in the left speech SMA, and postoperatively experienced speech hesitancy, latency and poor fluency, which gradually resolved over 18 months. FMRI performed at 64 months after surgery showed a reorganization of speech SMA to the contralateral hemisphere. These data support the hypothesis of dynamic, time based plasticity in speech SMA tissue, and may represent a noninvasive neural marker for SMA syndrome recovery.
Collapse
Affiliation(s)
- Srinivas Chivukula
- Department of Neurosurgery, David Geffen School of Medicine at UCLA, Los Angeles, CA, United States.
| | - Brian K Pikul
- Kaiser Permanente, Los Angeles Medical Center, Los Angeles, CA, United States
| | - Keith L Black
- Maxine Dunitz Neurosurgical Institute, Cedars-Sinai Medical Center, Los Angeles, CA, United States
| | - Nader Pouratian
- Department of Neurosurgery, David Geffen School of Medicine at UCLA, Los Angeles, CA, United States
| | - Susan Y Bookheimer
- Department of Neurosurgery, David Geffen School of Medicine at UCLA, Los Angeles, CA, United States; Semel Neuropsychiatric Institute, Brain Research Institute, Center for Cognitive Neurosciences and Department of Pscychology, University of California, Los Angeles, Los Angeles, CA, United States
| |
Collapse
|
36
|
El-Shamy SM, El-Banna MF. Effect of Wii training on hand function in children with hemiplegic cerebral palsy. Physiother Theory Pract 2018; 36:38-44. [DOI: 10.1080/09593985.2018.1479810] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/16/2022]
Affiliation(s)
- Shamekh Mohamed El-Shamy
- Department of Physical Therapy for Pediatrics, Faculty of Physical Therapy, Cairo University, Giza, Egypt
| | - Mohamed Fawzy El-Banna
- Department of Physical Therapy for Pediatrics, Faculty of Physical Therapy, Cairo University, Giza, Egypt
| |
Collapse
|
37
|
Efficacy of Armeo® Robotic Therapy Versus Conventional Therapy on Upper Limb Function in Children With Hemiplegic Cerebral Palsy. Am J Phys Med Rehabil 2018; 97:164-169. [DOI: 10.1097/phm.0000000000000852] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
|
38
|
Effectiveness of virtual reality rehabilitation for children and adolescents with cerebral palsy: an updated evidence-based systematic review. Physiotherapy 2017; 103:245-258. [DOI: 10.1016/j.physio.2016.08.004] [Citation(s) in RCA: 118] [Impact Index Per Article: 14.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/10/2016] [Accepted: 08/04/2016] [Indexed: 01/22/2023]
|
39
|
Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation. Pediatr Phys Ther 2017; 29 Suppl 3:S23-S36. [PMID: 28654475 PMCID: PMC5488703 DOI: 10.1097/pep.0000000000000387] [Citation(s) in RCA: 35] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Abstract
Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes. Critical analysis of clients' goals and selective evaluation of VR and SGs are necessary to appropriately take advantage of these tools within intervention. Further research on prevention, participation, and plasticity is warranted. We offer suggestions for bridging the gap between research and practice integrating VR and SGs into physical therapist education and practice.
Collapse
|
40
|
Yoo JW, Lee DR, Cha YJ, You SH. Augmented effects of EMG biofeedback interfaced with virtual reality on neuromuscular control and movement coordination during reaching in children with cerebral palsy. NeuroRehabilitation 2017; 40:175-185. [PMID: 28222541 DOI: 10.3233/nre-161402] [Citation(s) in RCA: 24] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
BACKGROUND The purpose of the present study was to compare therapeutic effects of an electromyography (EMG) biofeedback augmented by virtual reality (VR) and EMG biofeedback alone on the triceps and biceps (T:B) muscle activity imbalance and elbow joint movement coordination during a reaching motor taskOBJECTIVE: To compare therapeutic effects of an electromyography (EMG) biofeedback augmented by virtual reality (VR) and EMG biofeedback alone on the triceps and biceps muscle activity imbalance and elbow joint movement coordination during a reaching motor task in normal children and children with spastic cerebral palsy (CP). METHODS 18 children with spastic CP (2 females; mean±standard deviation = 9.5 ± 1.96 years) and 8 normal children (3 females; mean ± standard deviation = 9.75 ± 2.55 years) were recruited from a local community center. All children with CP first underwent one intensive session of EMG feedback (30 minutes), followed by one session of the EMG-VR feedback (30 minutes) after a 1-week washout period. Clinical tests included elbow extension range of motion (ROM), biceps muscle strength, and box and block test. EMG triceps and biceps (T:B) muscle activity imbalance and reaching movement acceleration coordination were concurrently determined by EMG and 3-axis accelerometer measurements respectively. Independent t-test and one-way repeated analysis of variance (ANOVA) were performed at p < 0.05. RESULTS The one-way repeated ANOVA was revealed to be significantly effective in elbow extension ROM (p = 0.01), biceps muscle strength (p = 0.01), and box and block test (p = 0.03). The one-way repeated ANOVA also revealed to be significantly effective in the peak triceps muscle activity (p = 0.01). However, one-way repeated ANOVA produced no statistical significance in the composite 3-dimensional movement acceleration coordination data (p = 0.12). CONCLUSIONS The present study is a first clinical trial that demonstrated the superior benefits of the EMG biofeedback when augmented by virtual reality exercise games in children with spastic CP. The augmented EMG and VR feedback produced better neuromuscular balance control in the elbow joint than the EMG biofeedback alone.
Collapse
Affiliation(s)
- Ji Won Yoo
- Department of Physical Therapy, The Graduate School Yonsei University, Wonju, Republic of Korea
| | - Dong Ryul Lee
- Department of Physical Therapy, Honam University, Gwangju, Republic of Korea
| | - Young Joo Cha
- The Sports·Movement Institute & Technology (S·MIT), Department of Physical Therapy, Yonsei University, Wonju, Republic of Korea
| | - Sung Hyun You
- The Sports·Movement Institute & Technology (S·MIT), Department of Physical Therapy, Yonsei University, Wonju, Republic of Korea
| |
Collapse
|
41
|
A meta-analysis and systematic literature review of virtual reality rehabilitation programs. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.01.013] [Citation(s) in RCA: 224] [Impact Index Per Article: 28.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
|
42
|
Meyns P, Pans L, Plasmans K, Heyrman L, Desloovere K, Molenaers G. The Effect of Additional Virtual Reality Training on Balance in Children with Cerebral Palsy after Lower Limb Surgery: A Feasibility Study. Games Health J 2017; 6:39-48. [PMID: 28051880 DOI: 10.1089/g4h.2016.0069] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
OBJECTIVE Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additional VR training focused on sitting balance in CP inpatients of a rehabilitation center after lower limb surgery. Additionally, we investigated the rate of enjoyment of VR training compared with conventional physiotherapy. MATERIALS AND METHODS Eleven spastic CPc (4/7 males/females) following rehabilitation after lower limb orthopedic surgery were included (5-18 years). The control group received conventional physiotherapy. The intervention group received additional VR training. Balance was measured using the Trunk Control Measurement Scale every 3 weeks of the rehabilitation period. Enjoyment was analyzed using a 10-point Visual Analog Scale. RESULTS Providing additional VR training was feasible in terms of recruitment, treatment adherence, and assessment adherence. Both groups improved sitting balance after therapy. The current games were not perceived as more enjoyable than conventional physiotherapy. CONCLUSION Including additional VR training to conventional physiotherapy is feasible and might be promising to train sitting balance in CPc after lower limb surgery. Future research should take equal patient allocation and training duration between groups into consideration.
Collapse
Affiliation(s)
- Pieter Meyns
- 1 Department of Rehabilitation Medicine, MOVE Research Institute Amsterdam, VU University Medical Center , Amsterdam, The Netherlands .,2 Department of Rehabilitation Sciences and Physiotherapy, Faculty of Medicine and Health Sciences, Ghent University , Gent, Belgium .,3 Department of Kinesiology, Faculty of Kinesiology and Rehabilitation Sciences , KU Leuven, Heverlee, Belgium
| | - Liene Pans
- 4 Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences , KU Leuven, Heverlee, Belgium
| | - Kaat Plasmans
- 4 Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences , KU Leuven, Heverlee, Belgium
| | - Lieve Heyrman
- 4 Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences , KU Leuven, Heverlee, Belgium
| | - Kaat Desloovere
- 4 Department of Rehabilitation Sciences, Faculty of Kinesiology and Rehabilitation Sciences , KU Leuven, Heverlee, Belgium .,5 Clinical Motion Analysis Laboratory, CERM, University Hospital Leuven , Leuven, Belgium
| | - Guy Molenaers
- 5 Clinical Motion Analysis Laboratory, CERM, University Hospital Leuven , Leuven, Belgium
| |
Collapse
|
43
|
Lee S, Kim Y, Lee BH. Effect of Virtual Reality-based Bilateral Upper Extremity Training on Upper Extremity Function after Stroke: A Randomized Controlled Clinical Trial. Occup Ther Int 2016; 23:357-368. [PMID: 27419927 DOI: 10.1002/oti.1437] [Citation(s) in RCA: 31] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2014] [Revised: 06/16/2016] [Accepted: 06/20/2016] [Indexed: 11/08/2022] Open
Abstract
In the present study, we aimed to investigate the effect of virtual reality-based bilateral upper extremity training (VRBT) on paretic upper limb function and muscle strength in patients with stroke. Eighteen stroke survivors were assigned to either the VRBT group (n = 10) or the bilateral upper limb training group (BT, n = 8). Patients in the VRBT group performed bilateral upper extremity exercises in a virtual reality environment, whereas those in the BT group performed conventional bilateral upper extremity exercises. All training was conducted for 30 minutes day-1 , 3 days a week, for a period of 6 weeks. Patients were assessed for upper extremity function and hand strength. Compared with the BT group, the VRBT group exhibited significant improvements in upper extremity function and muscle strength (p < 0.05) after the 6-week training programme. The Box and Block test results revealed that upper extremity function and elbow flexion in hand strength were significantly improved in terms of group, time and interaction effect of group by time. Furthermore, the VRBT group demonstrated significant improvements in upper extremity function, as measured by the Jebsen Hand Function Test and Grooved Pegboard test, and in the hand strength test, as measured by elbow extension, grip, palmar pinch, lateral pinch and tip pinch, in both time and the interaction effect of group by time. These results suggest that VRBT is a feasible and beneficial means of improving upper extremity function and muscle strength in individuals following stroke. Copyright © 2016 John Wiley & Sons, Ltd.
Collapse
Affiliation(s)
- Suhyun Lee
- Graduate School of Physical Therapy, Sahmyook University, Seoul, Korea
| | - Yumi Kim
- Graduate School of Physical Therapy, Sahmyook University, Seoul, Korea
| | - Byoung-Hee Lee
- Department of Physical Therapy, Sahmyook University, Seoul, Korea
| |
Collapse
|
44
|
Merians AS, Poizner H, Boian R, Burdea G, Adamovich S. Sensorimotor Training in a Virtual Reality Environment: Does It Improve Functional Recovery Poststroke? Neurorehabil Neural Repair 2016; 20:252-67. [PMID: 16679503 DOI: 10.1177/1545968306286914] [Citation(s) in RCA: 109] [Impact Index Per Article: 12.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Objective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients’ and the clinicians’ time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice.
Collapse
Affiliation(s)
- Alma S Merians
- Graduate Program in Physical Therapy, University of Medicine and Dentistry of New Jersey, School of Health Related Professions, Newark, NJ 07107, USA.
| | | | | | | | | |
Collapse
|
45
|
Hsieh RL, Lee WC, Lin JH. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial. PLoS One 2016; 11:e0149714. [PMID: 26983099 PMCID: PMC4794225 DOI: 10.1371/journal.pone.0149714] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/25/2015] [Accepted: 01/19/2016] [Indexed: 11/18/2022] Open
Abstract
UNLABELLED This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years) were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL); and the children's upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents' satisfaction with their children's care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009) during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays. TRIAL REGISTRATION ClinicalTrials.gov NCT02184715.
Collapse
Affiliation(s)
- Ru-Lan Hsieh
- Department of Physical Medicine and Rehabilitation, Shin Kong Wu Ho-Su Memorial Hospital, Taipei, Taiwan
- Department of Physical Medicine and Rehabilitation, School of Medicine, College of Medicine, Taipei Medical University, Taipei, Taiwan
| | - Wen-Chung Lee
- Institute of Epidemiology and Preventive Medicine, College of Public Health, National Taiwan University, Taipei, Taiwan
| | - Jui-Hsiang Lin
- Institute of Epidemiology and Preventive Medicine, College of Public Health, National Taiwan University, Taipei, Taiwan
| |
Collapse
|
46
|
Acar G, Altun GP, Yurdalan S, Polat MG. Efficacy of neurodevelopmental treatment combined with the Nintendo(®) Wii in patients with cerebral palsy. J Phys Ther Sci 2016; 28:774-80. [PMID: 27134357 PMCID: PMC4842438 DOI: 10.1589/jpts.28.774] [Citation(s) in RCA: 33] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2015] [Accepted: 11/25/2015] [Indexed: 11/24/2022] Open
Abstract
[Purpose] The aim of this study was to investigate the efficiency of Nintendo(®) Wii games in addition to neurodevelopmental treatment in patients with cerebral palsy. [Subjects and Methods] Thirty hemiparetic cerebral palsy patients (16 females, 14 males; mean age, 6-15 years) were included in the study and divided into two groups: a neurodevelopmental treatment+Nintendo Wii group (group 1, n=15) and a neurodevelopmental treatment group (group 2, n=15). Both groups received treatment in 45-minute sessions 2 days/week for six weeks. Use of the upper extremities, speed, disability and functional independence were evaluated using the Quality of Upper Extremity Skills Test, Jebsen Taylor Hand Function Test, ABILHAND-Kids test, and Pediatric Functional Independence Measure (self-care) before and after treatment. [Results] There were statistically significant improvements in all parameters for group 1 and group 2 (except quality of function) after six weeks of treatment. Intergroup analysis showed that group 1 was superior to group 2 in mean change differences in the Jebsen Taylor Hand Function Test. [Conclusion] Our results showed that neurodevelopmental treatment is effective for improving hand functions in hemiplegic cerebral palsy. To provide a enjoyable, motivational, safe, and effective rehabilitation program, the Nintendo(®) Wii may be used in addition to neurodevelopmental treatment.
Collapse
Affiliation(s)
- Gönül Acar
- Department of Physiotherapy and Rehabilitation, Faculty of
Health Sciences, Marmara University, Turkey
| | | | - SaadetUfuk Yurdalan
- Department of Physiotherapy and Rehabilitation, Faculty of
Health Sciences, Marmara University, Turkey
| | - Mine Gülden Polat
- Department of Physiotherapy and Rehabilitation, Faculty of
Health Sciences, Marmara University, Turkey
| |
Collapse
|
47
|
Abstract
Background. Adaptation and customization are two related but distinct concepts that are central to virtual rehabilitation if this motor therapy modality is to succeed in alleviating the demand for expert supervision. These two elements of the therapy are required to exploit the flexibility of virtual environments to enhance motor training and boost therapy outcome. Aim. The chapter provides a non-systematic overview of the state of the art regarding the evolving manipulation of virtual rehabilitation environments to optimize therapy outcome manifested through customization and adaptation mechanisms. Methods. Both concepts will be defined, aspects guiding their implementation reviewed, and available literature suggesting different solutions discussed. We present “Gesture Therapy”, a platform realizing our contributions to the field and we present results of the adaptation techniques integrated into it. Less explored additional dimensions such as liability and privacy issues affecting their implementation are briefly discussed. Results. Solutions to implement decision-making on how to manipulate the environment are varied. They range from predefined system configurations to sophisticated artificial intelligence (AI) models. Challenge maintenance and feedback personalization is the most common driving force for their incorporation to virtual rehabilitation platforms. Conclusions. Customization and adaptation are the main mechanisms responsible for the full exploitation of the potential of virtual rehabilitation environments, and the potential benefits are worth pursuing. Despite encouraging evidence of the many solutions proposed thus far in literature, none has yet proven to substantially alter the therapy outcome. In consequence, research is still on going to equip virtual rehabilitation solutions with efficacious tailoring elements.
Collapse
|
48
|
Schertz M, Shiran SI, Myers V, Weinstein M, Fattal-Valevski A, Artzi M, Ben Bashat D, Gordon AM, Green D. Imaging Predictors of Improvement From a Motor Learning-Based Intervention for Children With Unilateral Cerebral Palsy. Neurorehabil Neural Repair 2015; 30:647-60. [PMID: 26564999 DOI: 10.1177/1545968315613446] [Citation(s) in RCA: 23] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Background Motor-learning interventions may improve hand function in children with unilateral cerebral palsy (UCP) but with inconsistent outcomes across participants. Objective To examine if pre-intervention brain imaging predicts benefit from bimanual intervention. Method Twenty children with UCP with Manual Ability Classification System levels I to III, aged 7-16 years, participated in an intensive bimanual intervention. Assessments included the Assisting Hand Assessment (AHA), Jebsen Taylor Test of Hand Function (JTTHF) and Children's Hand Experience Questionnaire (CHEQ) at baseline (T1), completion (T2) and 8-10 weeks post-intervention (T3). Imaging at baseline included conventional structural (radiological score), functional (fMRI) and diffusion tensor imaging (DTI). Results Improvements were seen across assessments; AHA (P = 0.04), JTTHF (P < .001) and CHEQ (P < 0.001). Radiological score significantly correlated with improvement at T2; AHA (r = .475) and CHEQ (r = .632), but negatively with improvement on unimanual measures at T3 (JTTFH r = -.514). fMRI showed negative correlations between contralesional brain activation when moving the affected hand and AHA improvements (T2: r = -.562, T3: r = -0.479). Fractional Anisotropy in the affected posterior limb of the internal capsule correlated negatively with increased bimanual use on CHEQ at T2 (r = -547) and AHA at T3 (r = -.656). Conclusions Children with greater structural, functional and connective brain damage showed enhanced responses to bimanual intervention. Baseline imaging may identify parameters predicting response to intervention in children with UCP.
Collapse
Affiliation(s)
- Mitchell Schertz
- Child Development and Pediatric Neurology Service, Meuhedet-Northern Region, Haifa, Israel Tel Aviv Sourasky Medical Center, Tel Aviv, Israel
| | | | - Vicki Myers
- Tel Aviv Sourasky Medical Center, Tel Aviv, Israel
| | - Maya Weinstein
- Tel Aviv Sourasky Medical Center, Tel Aviv, Israel Bar Ilan University, Ramat Gan, Israel
| | | | - Moran Artzi
- Tel Aviv Sourasky Medical Center, Tel Aviv, Israel
| | - Dafna Ben Bashat
- Tel Aviv Sourasky Medical Center, Tel Aviv, Israel Tel Aviv University, Tel Aviv, Israel
| | | | - Dido Green
- Tel Aviv University, Tel Aviv, Israel Oxford Brookes University, Oxford, UK
| |
Collapse
|
49
|
Virtual Sensorimotor Balance Training for Children With Fetal Alcohol Spectrum Disorders: Feasibility Study. Phys Ther 2015; 95:1569-81. [PMID: 26112255 PMCID: PMC4625061 DOI: 10.2522/ptj.20150124] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/05/2015] [Accepted: 06/11/2015] [Indexed: 11/17/2022]
Abstract
BACKGROUND Diminished sensory adaptation has been associated with poor balance control for children with fetal alcohol spectrum disorders (FASD). A virtual reality system, Sensorimotor Training to Affect Balance, Engagement and Learning (STABEL), was developed to train sensory control for balance. OBJECTIVES The purpose of this study was to examine the STABEL system in children with FASD and children with typical development (TD) to (1) determine the feasibility of the STABEL system and (2) explore the immediate effects of the STABEL system on sensory attention and postural control. DESIGN This is a technical report with observational study data. METHODS Eleven children with FASD and 11 children with TD, aged 8 to 16 years, completed 30 minutes of STABEL training. The children answered questions about their experience using STABEL. Sensory attention and postural control were measured pre- and post-STABEL training with the Multimodal Balance Entrainment Response system and compared using repeated-measures analysis of variance. RESULTS All children engaged in game play and tolerated controlled sensory input during the STABEL protocol. Immediate effects post-STABEL training in both groups were increased postural sway velocity and some changes in entrainment gain. Children with FASD showed higher entrainment gain to vestibular stimuli. There were no significant changes in sensory attention fractions. LIMITATIONS The small sample size, dose of STABEL training, and exploratory statistical analyses are study limitations, but findings warrant larger systematic study to examine therapeutic effects. CONCLUSIONS Children completed the training protocol, demonstrating the feasibility of the STABEL system. Differences in postural sway velocity post-STABEL training may have been affected by fatigue, warranting further investigation. Limited immediate effects suggest more practice is needed to affect sensory attention; however, entrainment gain changes suggest the STABEL system provoked vestibular responses during balance practice.
Collapse
|
50
|
Shin JW, Song GB, Hwangbo G. Effects of conventional neurological treatment and a virtual reality training program on eye-hand coordination in children with cerebral palsy. J Phys Ther Sci 2015; 27:2151-4. [PMID: 26311943 PMCID: PMC4540838 DOI: 10.1589/jpts.27.2151] [Citation(s) in RCA: 24] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/06/2015] [Accepted: 04/03/2015] [Indexed: 12/02/2022] Open
Abstract
[Purpose] The purpose of the study was to evaluate the effects of conventional
neurological treatment and a virtual reality training program on eye-hand coordination in
children with cerebral palsy. [Subjects] Sixteen children (9 males, 7 females) with
spastic diplegic cerebral palsy were recruited and randomly assigned to the conventional
neurological physical therapy group (CG) and virtual reality training group (VRG).
[Methods] Eight children in the control group performed 45 minutes of therapeutic exercise
twice a week for eight weeks. In the experimental group, the other eight children
performed 30 minutes of therapeutic exercise and 15 minutes of a training program using
virtual reality twice a week during the experimental period. [Results] After eight weeks
of the training program, there were significant differences in eye-hand coordination and
visual motor speed in the comparison of the virtual reality training group with the
conventional neurological physical therapy group. [Conclusion] We conclude that a
well-designed training program using virtual reality can improve eye-hand coordination in
children with cerebral palsy.
Collapse
Affiliation(s)
- Ji-Won Shin
- Department of Physical Therapy, College of Rehabilitation Science, Daegu University, Republic of Korea
| | - Gui-Bin Song
- Department of Physical Therapy, Yeungnam University College, Republic of Korea
| | - Gak Hwangbo
- Department of Physical Therapy, College of Rehabilitation Science, Daegu University, Republic of Korea
| |
Collapse
|