Advanced virtual reality-based rehabilitation of balance and gait in clinical practice.

Parkinson’s disease brain injury multiple sclerosis posture rehabilitation stroke virtual reality walking

Journal

Therapeutic advances in chronic disease
ISSN: 2040-6223
Titre abrégé: Ther Adv Chronic Dis
Pays: United States
ID NLM: 101532140

Informations de publication

Date de publication:
2019
Historique:
received: 24 02 2019
accepted: 06 07 2019
entrez: 7 9 2019
pubmed: 7 9 2019
medline: 7 9 2019
Statut: epublish

Résumé

Extensive research shows that virtual reality (VR) enhances motor learning and has advantages in balance and gait rehabilitation of neurological patients. There is still uncertainty, however, as for the practicality and efficacy of VR in long-term clinical routine. The objective of this study was to report on 3 years of clinical practice conducting VR-based rehabilitation of balance and gait in a large medical center. This retrospective study systematically analyzed clinical records of patients who received VR-based rehabilitation in a large rehabilitation center during 3 years. We evaluated the effect of VR-based rehabilitation treatments on balance and gait, cognitive dual-task load, patient's balance confidence (ABC-scale) and perception of suitability. Patients were either neurological patients, allocated to five groups: Parkinson's disease (PD), poststroke (PS), multiple sclerosis, traumatic brain injury, and 'other conditions', or non-neurological patients. Records of 167 patients were analyzed. The availability of multiple VR systems and environments contributed to highly personalized interventions that tailored specific deficits with therapeutic goals. VR-based rehabilitation significantly improved balance and gait (measured by 10-Meter Walk Test, Timed-Up-and-Go, Berg Balance Scale, and Mini BESTest). Patients with PD and PS decreased dual-task cost while walking. Patients increased balance confidence and deemed VR suitable for rehabilitation. Our results suggest that VR-based rehabilitation is practicable and effective in clinical routine. Functional measures of balance and gait show significant improvements following VR-based interventions. Clinical approaches should exploit VR advantages for promoting motor learning and motivation. This study serves to aid transition to long-term clinical implementation of VR.

Sections du résumé

BACKGROUND BACKGROUND
Extensive research shows that virtual reality (VR) enhances motor learning and has advantages in balance and gait rehabilitation of neurological patients. There is still uncertainty, however, as for the practicality and efficacy of VR in long-term clinical routine. The objective of this study was to report on 3 years of clinical practice conducting VR-based rehabilitation of balance and gait in a large medical center.
METHODS METHODS
This retrospective study systematically analyzed clinical records of patients who received VR-based rehabilitation in a large rehabilitation center during 3 years. We evaluated the effect of VR-based rehabilitation treatments on balance and gait, cognitive dual-task load, patient's balance confidence (ABC-scale) and perception of suitability. Patients were either neurological patients, allocated to five groups: Parkinson's disease (PD), poststroke (PS), multiple sclerosis, traumatic brain injury, and 'other conditions', or non-neurological patients.
RESULTS RESULTS
Records of 167 patients were analyzed. The availability of multiple VR systems and environments contributed to highly personalized interventions that tailored specific deficits with therapeutic goals. VR-based rehabilitation significantly improved balance and gait (measured by 10-Meter Walk Test, Timed-Up-and-Go, Berg Balance Scale, and Mini BESTest). Patients with PD and PS decreased dual-task cost while walking. Patients increased balance confidence and deemed VR suitable for rehabilitation.
CONCLUSIONS CONCLUSIONS
Our results suggest that VR-based rehabilitation is practicable and effective in clinical routine. Functional measures of balance and gait show significant improvements following VR-based interventions. Clinical approaches should exploit VR advantages for promoting motor learning and motivation. This study serves to aid transition to long-term clinical implementation of VR.

Identifiants

pubmed: 31489154
doi: 10.1177/2040622319868379
pii: 10.1177_2040622319868379
pmc: PMC6710712
doi:

Types de publication

Journal Article

Langues

eng

Pagination

2040622319868379

Déclaration de conflit d'intérêts

Conflict of interest statement: The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.

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Auteurs

Desiderio Cano Porras (D)

Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Ramat Gan, Tel HaShomer, Israel.

Hadar Sharon (H)

Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Ramat Gan, Tel HaShomer, Israel.

Rivka Inzelberg (R)

Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Tel HaShomer, Israel.

Yitzhak Ziv-Ner (Y)

Department of Orthopedic Rehabilitation, Sheba Medical Center, Tel HaShomer, Israel.

Gabriel Zeilig (G)

Department of Neurological Rehabilitation, Sheba Medical Center, Tel HaShomer, Israel.

Meir Plotnik (M)

Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Derech Sheba 2, Ramat Gan, Tel HaShomer 52621, Israel.

Classifications MeSH