How to Challenge Patients During Gait Training: The Effect of Immersive Virtual Reality on the Gait Pattern in People Post-stroke

2021 ◽  
pp. 3-7
Author(s):  
E. De Keersmaecker ◽  
D. Rodriguez-Cianca ◽  
B. Serrien ◽  
B. Jansen ◽  
C. Rodriguez-Guerrero ◽  
...  
Electronics ◽  
2021 ◽  
Vol 10 (22) ◽  
pp. 2838
Author(s):  
Caterina Piazza ◽  
Ileana Pirovano ◽  
Alfonso Mastropietro ◽  
Chiara Genova ◽  
Chiara Gagliardi ◽  
...  

Gait training in a virtual reality (VR) environment is promising for children affected by different disorders. However, the efficacy of VR therapy is still under debate, and more research is needed to clarify its effects on clinical conditions. The combination of VR with neuroimaging methods, such as the electroencephalography (EEG), might help in answering this need. The aim of the present work was to set up and test a system for the multimodal analysis of the gait pattern during VR gait training of pediatric populations by analyzing the EEG correlates as well as the kinematic and kinetic parameters of the gait. An EEG system was integrated with the Gait Real-time Analysis Interactive Lab (GRAIL). We developed and validated, with healthy adults (n = 5) and children (n = 4, healthy or affected by cerebral palsy (CP)), the hardware and software integration of the two systems, which allowed the synchronization of the acquired signals and a reliable identification of the initial contact (IC) of each gait cycle, showing good sensitivity and critical success index values. Moreover, we tested the multimodal acquisition by successfully analyzing EEG data and kinematic and kinetic parameters of one healthy child and one child with CP. This system gives the possibility of monitoring the effect of the VR therapy and studying the neural correlates of gait.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1111
Author(s):  
Guillermo Palacios-Navarro ◽  
Neville Hogan

Immersive virtual reality techniques have been applied to the rehabilitation of patients after stroke, but evidence of its clinical effectiveness is scarce. The present review aims to find studies that evaluate the effects of immersive virtual reality (VR) therapies intended for motor function rehabilitation compared to conventional rehabilitation in people after stroke and make recommendations for future studies. Data from different databases were searched from inception until October 2020. Studies that investigated the effects of immersive VR interventions on post-stroke adult subjects via a head-mounted display (HMD) were included. These studies included a control group that received conventional therapy or another non-immersive VR intervention. The studies reported statistical data for the groups involved in at least the posttest as well as relevant outcomes measuring functional or motor recovery of either lower or upper limbs. Most of the studies found significant improvements in some outcomes after the intervention in favor of the virtual rehabilitation group. Although evidence is limited, immersive VR therapies constitute an interesting tool to improve motor learning when used in conjunction with traditional rehabilitation therapies, providing a non-pharmacological therapeutic pathway for people after stroke.


2006 ◽  
Vol 9 (2) ◽  
pp. 157-162 ◽  
Author(s):  
Joyce Fung ◽  
Carol L. Richards ◽  
Francine Malouin ◽  
Bradford J. McFadyen ◽  
Anouk Lamontagne

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