Literature DB >> 19158068

An ankle to computer virtual reality system for improving gait and function in a person 9 months poststroke.

Kari Dunning1, Peter Levine, Laura Schmitt, Susan Israel, George Fulk.   

Abstract

BACKGROUND AND
PURPOSE: Repetitive practice improves function and facilitates cortical plasticity after stroke. Virtual reality (VR) systems have the potential to provide motivating and safe repetitive practice with minimal supervision. The purpose of this case study is to look at the effect of a VR system, activated by surface electromyography of dorsiflexors and plantarflexors, on gait velocity, function, and kinematics.
METHOD: The first person randomized to the treatment group of a larger study was chosen for this case. She was 51 years old and 9 months poststroke. She received treatment 3 times per week for 8 weeks. Each 60-minute session consisted of both structured lower extremity exercise and VR ankle activities.
RESULTS: After intervention, the subject demonstrated increased gait speed and decreased time to perform the modified Emory Functional Ambulation Profile. Gait kinematics demonstrated improved ankle motion and plantarflexion moments at push off. DISCUSSION: The improved gait speed, possibly due to increased ankle plantarflexion motion and moments, resulted in a more normalized trailing limb posture. This case study suggests that ankle to computer VR systems may help stroke patients improve gait function. This VR system has potential as an adjunctive therapy or home program requiring minimal supervision.

Entities:  

Mesh:

Year:  2008        PMID: 19158068     DOI: 10.1310/tsr1506-602

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  7 in total

1.  Gait Training after Stroke on a Self-Paced Treadmill with and without Virtual Environment Scenarios: A Proof-of-Principle Study.

Authors:  Carol L Richards; Francine Malouin; Anouk Lamontagne; Bradford J McFadyen; Francine Dumas; François Comeau; Nancy-Michelle Robitaille; Joyce Fung
Journal:  Physiother Can       Date:  2018       Impact factor: 1.037

Review 2.  Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review.

Authors:  Anuja Darekar; Bradford J McFadyen; Anouk Lamontagne; Joyce Fung
Journal:  J Neuroeng Rehabil       Date:  2015-05-10       Impact factor: 4.262

3.  Effects of virtual reality-based ankle exercise on the dynamic balance, muscle tone, and gait of stroke patients.

Authors:  Changho Yom; Hwi-Young Cho; ByoungHee Lee
Journal:  J Phys Ther Sci       Date:  2015-03-31

4.  Effects of indoor horseback riding and virtual reality exercises on the dynamic balance ability of normal healthy adults.

Authors:  Daehee Lee; Sangyong Lee; Jungseo Park
Journal:  J Phys Ther Sci       Date:  2014-12-25

Review 5.  Movement visualisation in virtual reality rehabilitation of the lower limb: a systematic review.

Authors:  Luara Ferreira Dos Santos; Oliver Christ; Kedar Mate; Henning Schmidt; Jörg Krüger; Christian Dohle
Journal:  Biomed Eng Online       Date:  2016-12-19       Impact factor: 2.819

Review 6.  A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods.

Authors:  Carlos Luque-Moreno; Alejandro Ferragut-Garcías; Cleofás Rodríguez-Blanco; Alberto Marcos Heredia-Rizo; Jesús Oliva-Pascual-Vaca; Pawel Kiper; Ángel Oliva-Pascual-Vaca
Journal:  Biomed Res Int       Date:  2015-10-11       Impact factor: 3.411

7.  Effect of virtual reality exercise using the nintendo wii fit on muscle activities of the trunk and lower extremities of normal adults.

Authors:  Jungseo Park; Daehee Lee; Sangyong Lee
Journal:  J Phys Ther Sci       Date:  2014-02-28
  7 in total

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