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1.
Int J Technol Assess Health Care ; 35(5): 373-378, 2019.
Article in English | MEDLINE | ID: mdl-31452469

ABSTRACT

OBJECTIVES: Stroke is a major cause of lasting disability worldwide. Virtual reality (VR) training has been introduced as a means of increasing the effectiveness of rehabilitation by providing large doses of task-related training with many repetitions and different modes of feedback. As VR is increasingly used in neurorehabilitation, cost considerations are important. METHODS: A cost-analysis was conducted based on the Virtual Reality for Upper Extremity in Subacute stroke (VIRTUES) trial, a recent international randomized controlled observer-blind multicenter trial. Average therapist time required per therapy session may differ between VR and conventional training (CT), leading to potential cost savings due to a therapist being able to supervise more than one patient at a time. Exploratory cost analyses are presented to explore such assumptions. RESULTS: Based on our calculations, VR incurs extra costs as compared with CT when the same amount of therapist contact is provided, as was the case in VIRTUES. However, the exploratory analyses demonstrated that these costs may be rapidly counterbalanced when time for therapist supervision can be reduced. CONCLUSIONS: Extra costs for VR can be outweighed by reduced therapist time and decreasing VR system costs in the nearer future, and not least by increased patient motivation.


Subject(s)
Costs and Cost Analysis , Stroke Rehabilitation/methods , Upper Extremity/physiopathology , Virtual Reality Exposure Therapy/economics , Adult , Aged , Belgium , Denmark , Female , Humans , Male , Middle Aged , Norway , Recovery of Function
2.
J Appl Res Intellect Disabil ; 32(6): 1446-1452, 2019 Nov.
Article in English | MEDLINE | ID: mdl-31192520

ABSTRACT

BACKGROUND: Needle phobias are common in children and adults worldwide. One effective intervention for this phobia is exposure therapy where a participant is gradually exposed to increasing levels of the fear-evoking stimulus while differential reinforcement is applied. This intervention, however, may be difficult to implement with some medical procedures as it may be difficult to obtain unfettered access to medical facilities and equipment for the purposes of exposure. Virtual reality may overcome these obstacles. METHODS: In this investigation, the present authors developed a low-cost virtual reality-based exposure therapy which was used with an adult male with autism spectrum disorder and a history of extreme needle phobia. The effectiveness of this intervention was evaluated using a changing criterions design with generalization probes. RESULTS: The intervention quickly increased the participant's compliance in the analogue training setting and the effects were generalized across settings and behaviours, and maintained over time. CONCLUSIONS: The findings indicate combining virtual reality with exposure therapy may produce an effective intervention for medical phobias. The intervention package may remove barriers associate with traditional exposure therapy and was low-cost which may increase access to the intervention.


Subject(s)
Autism Spectrum Disorder/psychology , Needles , Phobic Disorders/therapy , Virtual Reality Exposure Therapy/methods , Adult , Costs and Cost Analysis , Humans , Male , Phobic Disorders/psychology , Treatment Outcome , Virtual Reality Exposure Therapy/economics
3.
ANZ J Surg ; 88(9): 907-912, 2018 09.
Article in English | MEDLINE | ID: mdl-30070074

ABSTRACT

BACKGROUND: Mandibular and maxillary reconstruction using fibula free transfer is common in many tertiary referral centres. Virtual surgical planning (VSP) is a relatively recent adjunct that allows surgeons to plan resection and reconstruction prior to theatre. This has been shown to reduce operative times and decrease surgeon stress intraoperatively. VSP requires technicians with the appropriate skill set and required materials, software and technology, which is accompanied by a cost that may be prohibitive. Usually, this is outsourced to an external company. We present a preliminary case series of VSP in maxillofacial reconstruction done using our own staff without external resources. METHODS: Six patients underwent mandible (n = 5) or maxillary (n = 1) reconstruction with a fibula free flap using in-house VSP. The cases ranged from relatively simple to complex. We present our steps in the planning process and application of this technique. RESULTS AND CONCLUSION: In-house VSP is a feasible process with low cost and turnaround time, making surgery more efficient.


Subject(s)
Fibula/transplantation , Mandibular Reconstruction/methods , Virtual Reality Exposure Therapy/methods , Adult , Aged , Ameloblastoma/pathology , Ameloblastoma/surgery , Female , Free Tissue Flaps , Humans , Male , Mandibular Reconstruction/economics , Maxilla/surgery , Middle Aged , Patient Care Planning/economics , Patient Care Planning/trends , Printing, Three-Dimensional/instrumentation , Plastic Surgery Procedures/methods , Surgery, Computer-Assisted/economics , Surgery, Computer-Assisted/methods , Treatment Outcome , Virtual Reality Exposure Therapy/economics
4.
Medicine (Baltimore) ; 97(25): e11173, 2018 Jun.
Article in English | MEDLINE | ID: mdl-29924029

ABSTRACT

BACKGROUND: We designed this study to prove the efficacy of the low-cost Kinect-based virtual rehabilitation (VR) system for upper limb recovery among patients with subacute stroke. METHODS: A double-blind, randomized, sham-controlled trial was performed. A total of 23 subjects with subacute stroke (<3 months) were allocated to sham (n = 11) and real VR group (n = 12). Both groups participated in a daily 30-minute occupational therapy for upper limb recovery for 10 consecutive weekdays. Subjects received an additional daily 30-minute Kinect-based or sham VR. Assessment was performed before the VR, immediately and 1 month after the last session of VR. Fugl-Meyer Assessment (FMA) (primary outcome) and other secondary functional outcomes were measured. Accelerometers were used to measure hemiparetic upper limb movements during the therapy. RESULTS: FMA immediately after last VR session was not different between the sham (46.8 ±â€Š16.0) and the real VR group (49.4 ±â€Š14.2) (P = .937 in intention to treat analysis). Significant differences of total activity counts (TAC) were found in hemiparetic upper limb during the therapy between groups (F2,26 = 4.43; P = .22). Real VR group (107,926 ±â€Š68,874) showed significantly more TACs compared with the sham VR group (46,686 ±â€Š25,814) but there was no statistical significance between real VR and control (64,575 ±â€Š27,533). CONCLUSION: Low-cost Kinect-based upper limb rehabilitation system was not more efficacious compared with sham VR. However, the compliance in VR was good and VR system induced more arm motion than control and similar activity compared with the conventional therapy, which suggests its utility as an adjuvant additional therapy during inpatient stroke rehabilitation.


Subject(s)
Stroke Rehabilitation/economics , Stroke/therapy , Upper Extremity/physiopathology , Virtual Reality Exposure Therapy/economics , Accelerometry/methods , Adult , Aged , Female , Humans , Inpatients , Male , Middle Aged , Occupational Therapy/methods , Pilot Projects , Recovery of Function/physiology , Stroke Rehabilitation/methods , Treatment Outcome , Virtual Reality Exposure Therapy/methods
6.
Am Surg ; 81(7): 747-52, 2015 Jul.
Article in English | MEDLINE | ID: mdl-26140898

ABSTRACT

With the introduction of Fundamentals of Endoscopic Surgery, training methods in flexible endoscopy are being augmented with simulation-based curricula. The investment for virtual reality simulators warrants further research into its training advantage. Trainees were randomized into bedside or simulator training groups (BED vs SIM). SIM participated in a proficiency-based virtual reality curriculum. Trainees' endoscopic skills were rated using the Global Assessment of Gastrointestinal Endoscopic Skills (GAGES) in the patient care setting. The number of cases to reach 90 per cent of the maximum GAGES score and calculated costs of training were compared. Nineteen residents participated in the study. There was no difference in the average number of cases required to achieve 90 per cent of the maximum GAGES score for esophagogastroduodenoscopy, 13 (SIM) versus11 (BED) (P = 0.63), or colonoscopy 21 (SIM) versus 4 (BED) (P = 0.34). The average per case cost of training for esophagogastroduodenoscopy was $35.98 (SIM) versus $39.71 (BED) (P = 0.50), not including the depreciation costs associated with the simulator ($715.00 per resident over six years). Use of a simulator appeared to increase the cost of training without accelerating the learning curve or decreasing faculty time spent in instruction. The importance of simulation in endoscopy training will be predicated on more cost-effective simulators.


Subject(s)
Clinical Competence , Endoscopy/education , General Surgery/education , Internship and Residency , Virtual Reality Exposure Therapy/education , Adult , Colonoscopy , Cost-Benefit Analysis , Curriculum , Endoscopy/economics , Endoscopy, Digestive System , Female , Humans , Learning Curve , Male , Virtual Reality Exposure Therapy/economics
7.
Pediatr Phys Ther ; 25(4): 467-73, 2013.
Article in English | MEDLINE | ID: mdl-24076632

ABSTRACT

PURPOSE: To explore the feasibility of using a low-cost, off-the-shelf virtual reality (VR) game to treat young children with developmental coordination disorder (DCD) and to determine the effect of this intervention on motor function. METHODS: Nine children, aged 4 to 6 years, referred to physical therapy because of suspected DCD participated in 10 game-based intervention sessions. OUTCOME MEASURES: Outcome measures included Movement Assessment Battery for Children-2 (M-ABC-2), the DCD Questionnaire (DCD-Q), the 6-minute walk test, and 10-m walk test. RESULTS: Statistically significant changes were observed in the total standard score (P = .024) and the balance subscore (P = .012) of the M-ABC-2 and in the DCD-Q (P < .05). The children seemed to be motivated and to enjoy the interaction with the VR environment. CONCLUSION: VR games seemed to be beneficial in improving the children's motor function.


Subject(s)
Motor Skills Disorders/rehabilitation , Physical Therapy Modalities/economics , Program Evaluation , Virtual Reality Exposure Therapy/economics , Child , Child, Preschool , Cost-Benefit Analysis , Exercise Test , Feasibility Studies , Female , Humans , Male , Motor Skills Disorders/physiopathology , Pilot Projects , Surveys and Questionnaires , Treatment Outcome , Virtual Reality Exposure Therapy/methods
9.
Physiotherapy ; 98(3): 189-95, 2012 Sep.
Article in English | MEDLINE | ID: mdl-22898574

ABSTRACT

OBJECTIVES: Physical and occupational therapists have started to use the Nintendo Wii™ gaming system with adults and children as part of their regular treatment. Despite the growing use of the Wii and trend towards evidence-based practice, limited evidence is available on the effectiveness of virtual reality using the Wii for children with developmental delay. The purpose of this study was to determine the feasibility and preliminary effectiveness of a low-cost gaming system for young children with developmental delay. STUDY DESIGN: Single-blind, randomised controlled trial. PARTICIPANTS AND SETTING: Forty children with developmental delay (age 39 to 58 months) who attended a segregated or integrated preschool participated in this study. All children's parents read and signed an informed consent form approved by the institutional review board. Children were assigned at random to an experimental (Wii) group (n=20) or a control group (n=20). INTERVENTION: Two weekly sessions for 10 weeks using Nintendo Wii Sports™ and Nintendo Wii Fit™, including balance, strength training and aerobics games. MAIN OUTCOME MEASURES: Participants were evaluated 1 week before and 1 week after the programme by a blinded investigator. Primary outcomes were gait speed, timed up and go test, single leg stance test, five-times-sit-to-stand test, timed up and down stairs test, 2-minute walk test and grip strength. The Gross Motor Function Measure (GMFM) was used to assess gross motor skills. RESULTS: The two groups were homogenous regarding all parameters at baseline. The Wii training was feasible and enjoyable for those in the experimental group. There were no adverse effects or injuries reported over 267 training sessions. Comparison of groups following the intervention indicated that the experimental group showed significant improvements compared with the control group in single leg stance test {mean difference 1.03 [standard deviation (SD) 1.7], 95% confidence interval (CI) 0.2 to 1.9; P=0.017}, right grip strength [mean difference 1.11 (SD 1.84), 95% CI 0.15 to 2.06; P=0.024] and left grip strength [mean difference 0.90 (SD 1.67), 95% CI 0.03 to 1.77; P=0.043]. Although changes in other outcome measures were not significant between the study groups, there were trends towards greater improvements in the experimental group compared with the control group. CONCLUSION: This study supports use of the Wii as a feasible, safe and potentially effective therapeutic tool to augment the rehabilitation of young children with developmental delay. The potential application of the Wii to increase the intensity of therapy or as a rehabilitation tool in children's homes and rural settings is an area worthy of investigation. The promising results of this study suggest that further studies are warranted to validate the potential benefits of a low-cost commercially available gaming system as a treatment strategy to supplement rehabilitation of children with disabilities.


Subject(s)
Developmental Disabilities/rehabilitation , Exercise Therapy/methods , Physical Therapy Modalities , Virtual Reality Exposure Therapy/methods , Child, Preschool , Cost-Benefit Analysis , Developmental Disabilities/physiopathology , Exercise , Exercise Therapy/economics , Feasibility Studies , Female , Humans , Male , Motor Skills , Pilot Projects , Postural Balance , Resistance Training/economics , Resistance Training/methods , Single-Blind Method , Treatment Outcome , Video Games/economics , Virtual Reality Exposure Therapy/economics
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