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1.
J Aging Phys Act ; 30(2): 297-307, 2022 04 01.
Article in English | MEDLINE | ID: mdl-34453024

ABSTRACT

Individuals with mild cognitive impairment are at risk of cognitive and physical decline. Virtual reality (VR) exercise may provide beneficial physical and cognitive exercise. The objectives of this study were to assess the feasibility and safety of home-based VR exercise and to provide pilot data for physical and cognitive efficacy. Eleven individuals with mild cognitive impairment (seven males/four females, average 78 years old, and average 3 years since diagnosis) performed a 30-min home-based VR exercise program 5 days a week for 6 weeks. The VR platform was successfully installed in participants' homes, and all participants were able to learn the VR program and progress. Participants completed 99% of the prescribed exercise. There were no major adverse events. Most participants enjoyed the VR program and reported physical benefits; fewer reported cognitive benefits. No physical or cognitive outcome measures showed change after 6 weeks. Home-based VR exercise is safe and feasible in individuals with mild cognitive impairment.


Subject(s)
Cognitive Dysfunction , Virtual Reality , Aged , Cognition , Cognitive Dysfunction/therapy , Exercise , Feasibility Studies , Female , Humans , Male
2.
Contemp Clin Trials Commun ; 18: 100563, 2020 Jun.
Article in English | MEDLINE | ID: mdl-32617429

ABSTRACT

BACKGROUND/AIMS: The objective of this manuscript is to present challenges and solutions that arose during a mid-sized single-site RCT of a rehabilitation intervention performed in an inpatient stroke rehabilitation setting. METHODS: Seventy-six participants from an inpatient stroke rehabilitation unit were randomized to experimental and control groups. All participants did 30-45 min of virtual reality (VR) daily for 10-12 sessions. The experimental group did VR targeting sitting balance while the control group did VR with limited arm movement. Challenges during the implementation of the RCT were documented and strategies to mitigate them were applied. RESULTS: Challenges were placed into five categories:1. Recruitment. Our recruitment procedures required multiple steps prior to initiating direct patient contact; one solution would be to have patients consent to be approached about research upon admission to the inpatient unit.2. Patient-specific Issues. Fatigue, pain, vision problems and engagement were managed through scheduling, increasing the workload slowly and personalized modifications to the VR.3./4. Scheduling and Staffing. Recruitment and attendance at VR sessions were maximized through good communication, flexibility and cooperation, between research staff, clinical staff, volunteers, students and participants.5. Technology. Because hospital internet service was poor, a mobile internet data plan was purchased to ensure the system's reliability. CONCLUSIONS: We have identified challenges in delivering a rehabilitation intervention on an inpatient stroke rehabilitation unit and some of the measures taken to surmount these challenges. Through good planning, flexibility and collaboration, almost all of the challenges were successfully addressed. CLINICAL TRIAL REGISTRATION NUMBER: URL: http://www.clinicaltrials.gov. Unique identifier: NCT02285933.

3.
PM R ; 12(8): 754-765, 2020 08.
Article in English | MEDLINE | ID: mdl-31970898

ABSTRACT

BACKGROUND: Virtual reality training (VRT) is engaging and may enhance rehabilitation intensity. Only one previous study has looked at its use to improve sitting balance after stroke. OBJECTIVE: To determine if supplemental sitting balance exercises, administered via VRT, improve control of sitting balance and upper extremity function in stroke rehabilitation inpatients. DESIGN: Assessor-blinded, placebo-controlled randomized controlled trial. SETTING: Stroke inpatient rehabilitation unit. PARTICIPANTS: Seventy-six participants (out of 130 approached) with subacute stroke who could not stand independently were randomized to experimental and control groups. Sixty-nine completed the study. INTERVENTIONS: The experimental group did VRT that required leaning and reaching, whereas the control group had their trunk restrained and performed VRT that involved only small upper extremity movements to minimize trunk movement. Both groups performed 10-12 sessions of 30-45 minutes. Participants were assessed pre, post, and 1 month after the sessions by a blinded examiner. OUTCOME MEASURES: Function in Sitting Test (FIST, primary outcome measure); Ottawa Sitting Scale; Reaching Performance Scale; Wolf Motor Function Test (WMFT). RESULTS: Thirty-three participants completed the experimental intervention and 36 the control. Pre/post differences for FIST were 3.4 (confidence interval [CI] 0.5;6.3) for the experimental group and 5.3 (2.9;7.7) for the control group. There was a significant improvement over time (adjusted for multiple comparisons, P < .006) on most outcome measures except the WMFT Performance Time Scale (control group; P = .007) and grip strength (P = .008); there were no differences between groups (P > .006). CONCLUSIONS: Siting balance outcomes were similar for both groups; therefore, this study does not support the use of sitting balance exercises provided via VRT for the rehabilitation of sitting balance after stroke. However, because it is only the second study to investigate VRT for sitting balance and upper extremity function, more research, using more challenging exercises and a greater treatment intensity, is required before definitive conclusions are made.


Subject(s)
Exercise Therapy , Postural Balance , Stroke Rehabilitation , Virtual Reality , Humans , Inpatients , Recovery of Function , Single-Blind Method , Stroke , Treatment Outcome
4.
Disabil Rehabil Assist Technol ; 15(8): 924-932, 2020 11.
Article in English | MEDLINE | ID: mdl-31219364

ABSTRACT

Purpose: Poor sitting balance is common after stroke and makes leaning and reaching while sitting difficult and dangerous. Virtual reality training (VRT) uses computer hardware and software to track a person's movements and allow him or her to interact with a virtual environment. VRT games are available to train sitting balance after stroke; however, it is unknown how challenging they are. The objectives of this study were to characterize the centre of pressure displacements generated during the performance of VRT in stroke patients (ST) and compare their performance to that of young (YA) and older adults (OA).Materials and Methods: Eight ST participants who could stand for at least four minutes were recruited from an inpatient stroke rehabilitation unit for this cross-sectional, observational pilot study. Eight YA and eight OA were recruited from the community. Participants sat on a pressure mat and played 17 VRT game/difficulty combinations. The area, range and average velocity of centre of pressure displacement were determined for each game/difficulty.Results: Virtually manoeuvring a motorcycle around barriers and leaning to move a ball down a maze produced the greatest displacement of the centre of pressure, particularly in the mediolateral direction. OA moved further and faster in the mediolateral direction than YA. ST's performance was more variable.Conclusions: Some VRT games were more likely to push participants to challenge their limits of stability. Others required less displacement but more trunk stability. These results can guide which VRT games are used for the rehabilitation of sitting balance after stroke.Implications for rehabilitationSome virtual reality training games produce greater displacements of the centre of pressure in sitting than others, suggesting that careful matching between game challenge and desired therapeutic outcome is necessary when selecting games.Virtual reality training performed in sitting with feet on the floor challenges sitting balance in the frontal plane more so than in the sagittal plane.Older adults tend to lean more than younger adults while individuals with stroke move more or less than others, depending on the game.


Subject(s)
Postural Balance/physiology , Sitting Position , Stroke Rehabilitation/methods , Video Games , Virtual Reality , Weight-Bearing/physiology , Adolescent , Adult , Aged , Aged, 80 and over , Cross-Sectional Studies , Humans , Middle Aged , Pilot Projects , Young Adult
5.
Trials ; 20(1): 333, 2019 Jun 07.
Article in English | MEDLINE | ID: mdl-31174579

ABSTRACT

BACKGROUND: Virtual reality training (VRT) uses computer software to track a user's movements and allow him or her to interact with a game presented on a television screen. VRT is increasingly being used for the rehabilitation of arm function, balance and walking after stroke. Patients often require ongoing therapy post discharge from inpatient rehabilitation. Outpatient therapy may be limited or inaccessible due to waiting lists, transportation issues, distance etc.; therefore, home-based VRT could provide the required therapy in a more convenient and accessible setting. The objectives of this parallel randomized feasibility trial are to determine (1) the feasibility of using VRT in the home post stroke and (2) the feasibility of a battery of quantitative and qualitative outcome measures of stroke recovery. METHODS: Forty patients who can stand for at least 2 min and are soon to be discharged from inpatient or outpatient rehabilitation post stroke are being recruited in Ottawa, Canada and being randomized to control and experimental groups. Participants in the experimental group use home-based VRT to do rehabilitative exercises for standing balance, stepping, reaching, strengthening and gentle aerobic fitness. Control group participants use an iPad with apps selected to rehabilitate cognition, hand fine motor skills and visual tracking/scanning. Both groups are instructed to perform 30 min of exercise 5 days a week for 6 weeks. VRT intensity and difficulty are monitored and adjusted remotely. Weekly telephone contact is made with all participants. Ability to recruit participants, ability to handle the technology and learn the activities, compliance, safety, enjoyment, perceived efficacy and cost of program delivery will be assessed. A battery of assessments of standing balance, gait and community integration will be assessed for feasibility of completion within this population and potential for improvement following the intervention. Effect sizes will be calculated. DISCUSSION: The results of this study will be used to support the creation of a definitive randomized controlled trial on the efficacy of home-based VRT for rehabilitation post stroke. TRIAL REGISTRATION: ClinicalTrials.gov, NCT03261713 . Registered on 21 August 2017. Registration amended on 1 June 2018 to decrease enrollment from 40 to 20 due to a cut in study funding and difficulty recruiting participants.


Subject(s)
Home Care Services, Hospital-Based , Patient Discharge , Stroke Rehabilitation/methods , Stroke/therapy , Telerehabilitation/methods , Virtual Reality , Feasibility Studies , Humans , Ontario , Randomized Controlled Trials as Topic , Recovery of Function , Stroke/diagnosis , Stroke/physiopathology , Time Factors , Treatment Outcome
6.
Percept Mot Skills ; 120(2): 502-18, 2015 Apr.
Article in English | MEDLINE | ID: mdl-25747457

ABSTRACT

This study tested the hypotheses that loading the ankle with a 2.3 kg weight would modify deviation (unilateral loading) and distance (unilateral and bilateral loading) during three blind navigation tasks. Ankle loading increased the distance traveled while navigating toward a previously seen target at an 8 m distance and reduced the undetected fore-aft displacement while stepping in place for 100 steps. Unilateral ankle loading had no effect on deviation during these tasks, nor in walking back and forth on an imaginary straight line. The results suggest that somatosensory cues associated with ankle loading and the increased effort to walk and step interacted with motor and cognitive functions involved in blind navigation and influenced the control of anterior-posterior body displacement.


Subject(s)
Ankle , Psychomotor Performance/physiology , Spatial Navigation/physiology , Adult , Female , Humans , Male , Sports Equipment , Young Adult
7.
J Rehabil Res Dev ; 51(7): 1069-76, 2014.
Article in English | MEDLINE | ID: mdl-25437527

ABSTRACT

Persons with dementia (PWD) are known to have difficulty with participation and focus during physical activity. Virtual reality (VR) offers a unique medium for motor learning but has only been used previously for cognitive assessment for PWD. Our study had two objectives: (1) investigate the feasibility and safety of an exercise-based VR training program in PWD, and (2) investigate its effects on balance and mobility. The intervention consisted of daily (5 d/wk, 1 h each) VR training sessions for 2 wk for a single research participant. Clinical balance and mobility measures were assessed 1 wk prior to, during, 1 wk following, and 1 mo after the intervention. Postintervention interviews provided qualitative feedback from the participant and his caregivers. Results indicate that VR training is feasible, safe, and enjoyable for PWD. However, balance and mobility measures were unaffected. VR training is well tolerated in a single research participant with dementia and is an engaging medium for participation in exercise.


Subject(s)
Dementia/rehabilitation , Physical Conditioning, Human/methods , Physical Conditioning, Human/physiology , Virtual Reality Exposure Therapy , Aged , Exercise Test , Feasibility Studies , Humans , Male , Postural Balance/physiology , Video Games , Walking/physiology
8.
J Rehabil Res Dev ; 51(6): 1013-22, 2014.
Article in English | MEDLINE | ID: mdl-25479000

ABSTRACT

The Fukuda Stepping Test and the Babinski-Weil test are clinical assessments that presumably reveal unilateral vestibular hypofunction. However, abnormal performances on both of these two tests have been found in nondisabled individuals. This study compared measures of lateral and longitudinal displacements and body rotation for both tests, as well as the within-subject variability and test-retest reliability of the measures. In addition, correlations between hand and foot dominance and these measures were studied. Fifty young, nondisabled participants performed three trials of the 100-step Fukuda test and three trials of the Babinski-Weil test. The testing session was repeated 7 d later (retest). Lateral displacement, body rotation, and within-subject variability of these two measures were larger on the Fukuda than the Babinski-Weil test. No difference in test-retest reliability was found between the two tests, and a significant correlation was found between body rotation on the Fukuda test and score on the Waterloo Footedness Questionnaire. There may have been smaller variability in results of the Babinski-Weil test because it contains fewer steps (36) than the 100-step Fukuda test. Future research should compare tests with an equal number of steps; but, in the meantime, the Babinski-Weil test seems to have better psychometric properties than the Fukuda test, at least in nondisabled individuals.


Subject(s)
Head Movements/physiology , Posture/physiology , Vestibular Function Tests/methods , Adolescent , Adult , Female , Humans , Male , Nystagmus, Physiologic/physiology , Reproducibility of Results , Rotation , Young Adult
9.
Stroke ; 45(6): 1853-5, 2014 Jun.
Article in English | MEDLINE | ID: mdl-24763929

ABSTRACT

BACKGROUND AND PURPOSE: Exercise using virtual reality (VR) has improved balance in adults with traumatic brain injury and community-dwelling older adults. Rigorous randomized studies regarding its efficacy, safety, and applicability with individuals after stroke are lacking. The purpose of this study was to determine whether an adjunct VR therapy improves balance, mobility, and gait in stroke rehabilitation inpatients. METHODS: A blinded randomized controlled trial studying 59 stroke survivors on an inpatient stroke rehabilitation unit was performed. The treatment group (n=30) received standard stroke rehabilitation therapy plus a program of VR exercises that challenged balance (eg, soccer goaltending, snowboarding) performed while standing. The control group (n=29) received standard stroke rehabilitation therapy plus exposure to identical VR environments but whose games did not challenge balance (performed in sitting). VR training consisted of 10 to 12 thirty-minute daily sessions for a 3-week period. Objective outcome measures of balance and mobility were assessed before, immediately after, and 1 month after training. RESULTS: Confidence intervals and effect sizes favored the treatment group on the Timed Up and Go and the Two-Minute Walk Test, with both groups meeting minimal clinical important differences after training. More individuals in the treatment group than in the control group showed reduced impairment in the lower extremity as measured by the Chedoke McMaster Leg domain (P=0.04) immediately after training. CONCLUSIONS: This VR exercise intervention for inpatient stroke rehabilitation improved mobility-related outcomes. Future studies could include nonambulatory participants as well as the implementation strategies for the clinical use of VR. CLINICAL TRIAL REGISTRATION URL: http://www.ANZCTR.org.au/. Unique identifier: ACTRN12613000710729.


Subject(s)
Exercise , Locomotion , Postural Balance , Stroke Rehabilitation , Stroke/physiopathology , Virtual Reality Exposure Therapy , Adult , Aged , Aged, 80 and over , Double-Blind Method , Female , Humans , Male , Middle Aged
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