Literature DB >> 20412572

Influence of virtual reality soccer game on walking performance in robotic assisted gait training for children.

Karin Brütsch1, Tabea Schuler, Alexander Koenig, Lukas Zimmerli, Susan Mérillat -Koeneke, Lars Lünenburger, Robert Riener, Lutz Jäncke, Andreas Meyer-Heim.   

Abstract

BACKGROUND: Virtual reality (VR) offers powerful therapy options within a functional, purposeful and motivating context. Several studies have shown that patients' motivation plays a crucial role in determining therapy outcome. However, few studies have demonstrated the potential of VR in pediatric rehabilitation. Therefore, we developed a VR-based soccer scenario, which provided interactive elements to engage patients during robotic assisted treadmill training (RAGT). The aim of this study was to compare the immediate effect of different supportive conditions (VR versus non-VR conditions) on motor output in patients and healthy control children during training with the driven gait orthosis Lokomat*.
METHODS: A total of 18 children (ten patients with different neurological gait disorders, eight healthy controls) took part in this study. They were instructed to walk on the Lokomat in four different, randomly-presented conditions: (1) walk normally without supporting assistance, (2) with therapists' instructions to promote active participation, (3) with VR as a motivating tool to walk actively and (4) with the VR tool combined with therapists' instructions. The Lokomat gait orthosis is equipped with sensors at hip and knee joint to measure man-machine interaction forces. Additionally, subjects' acceptance of the RAGT with VR was assessed using a questionnaire.
RESULTS: The mixed ANOVA revealed significant main effects for the factor CONDITIONS (p < 0.001) and a significant interaction CONDITIONS x GROUP (p = 0.01). Tests of between-subjects effects showed no significant main effect for the GROUP (p = 0.592). Active participation in patients and control children increased significantly when supported and motivated either by therapists' instructions or by a VR scenario compared with the baseline measurement "normal walking" (p < 0.001).
CONCLUSIONS: The VR scenario used here induces an immediate effect on motor output to a similar degree as the effect resulting from verbal instructions by the therapists. Further research needs to focus on the implementation of interactive design elements, which keep motivation high across and beyond RAGT sessions, especially in pediatric rehabilitation.

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Year:  2010        PMID: 20412572      PMCID: PMC2877051          DOI: 10.1186/1743-0003-7-15

Source DB:  PubMed          Journal:  J Neuroeng Rehabil        ISSN: 1743-0003            Impact factor:   4.262


  24 in total

1.  Motor learning elicited by voluntary drive.

Authors:  Martin Lotze; Christoph Braun; Niels Birbaumer; Silke Anders; Leonardo G Cohen
Journal:  Brain       Date:  2003-04       Impact factor: 13.501

2.  Strength deficits also predict gait performance in patients with stroke.

Authors:  R W Bohannon
Journal:  Percept Mot Skills       Date:  1991-08

3.  Importance of four variables of walking to patients with stroke.

Authors:  R W Bohannon; M G Horton; J B Wikholm
Journal:  Int J Rehabil Res       Date:  1991       Impact factor: 1.479

4.  Effects of training with a robot-virtual reality system compared with a robot alone on the gait of individuals after stroke.

Authors:  Anat Mirelman; Paolo Bonato; Judith E Deutsch
Journal:  Stroke       Date:  2008-11-06       Impact factor: 7.914

Review 5.  Virtual environments for motor rehabilitation: review.

Authors:  Maureen K Holden
Journal:  Cyberpsychol Behav       Date:  2005-06

6.  Benefits of activity and virtual reality based balance exercise programmes for adults with traumatic brain injury: perceptions of participants and their caregivers.

Authors:  M Thornton; S Marshall; J McComas; H Finestone; A McCormick; H Sveistrup
Journal:  Brain Inj       Date:  2005-11       Impact factor: 2.311

7.  Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities.

Authors:  Patrice L Tamar Weiss; Pnina Bialik; Rachel Kizony
Journal:  Cyberpsychol Behav       Date:  2003-06

Review 8.  Sensorimotor training in virtual reality: a review.

Authors:  Sergei V Adamovich; Gerard G Fluet; Eugene Tunik; Alma S Merians
Journal:  NeuroRehabilitation       Date:  2009       Impact factor: 2.138

9.  Computerized visual feedback: an adjunct to robotic-assisted gait training.

Authors:  Raphael Banz; Marc Bolliger; Gery Colombo; Volker Dietz; Lars Lünenburger
Journal:  Phys Ther       Date:  2008-09-04

10.  Biofeedback for robotic gait rehabilitation.

Authors:  Lars Lünenburger; Gery Colombo; Robert Riener
Journal:  J Neuroeng Rehabil       Date:  2007-01-23       Impact factor: 4.262

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  25 in total

Review 1.  Robotic Rehabilitation and Spinal Cord Injury: a Narrative Review.

Authors:  Marwa Mekki; Andrew D Delgado; Adam Fry; David Putrino; Vincent Huang
Journal:  Neurotherapeutics       Date:  2018-07       Impact factor: 7.620

2.  A Closed-loop Brain Computer Interface to a Virtual Reality Avatar: Gait Adaptation to Visual Kinematic Perturbations.

Authors:  Trieu Phat Luu; Yongtian He; Samuel Brown; Sho Nakagome; Jose L Contreras-Vidal
Journal:  Int Conf Virtual Rehabil       Date:  2015-12-17

3.  Gait changes following robot-assisted gait training in children with cerebral palsy.

Authors:  D Žarković; M Šorfová; J J Tufano; P Kutílek; S Vítečková; D Ravnik; K Groleger-Sršen; I Cikajlo; J Otáhal
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4.  Virtual reality for assessment of patients suffering chronic pain: a case study.

Authors:  Joan Llobera; Mar González-Franco; Daniel Perez-Marcos; Josep Valls-Solé; Mel Slater; Maria V Sanchez-Vives
Journal:  Exp Brain Res       Date:  2012-12-07       Impact factor: 1.972

5.  Gait adaptation to visual kinematic perturbations using a real-time closed-loop brain-computer interface to a virtual reality avatar.

Authors:  Trieu Phat Luu; Yongtian He; Samuel Brown; Sho Nakagame; Jose L Contreras-Vidal
Journal:  J Neural Eng       Date:  2016-04-11       Impact factor: 5.379

6.  Home-Based Functional Electrical Stimulation-Assisted Hand Therapy Video Games for Children With Hemiplegia: Development and Proof-of-Concept.

Authors:  Michael J Fu; Anna Curby; Ryan Suder; Benjamin Katholi; Jayme S Knutson
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2020-05-11       Impact factor: 3.802

Review 7.  Stroke Rehabilitation Using Virtual Environments.

Authors:  Michael J Fu; Jayme S Knutson; John Chae
Journal:  Phys Med Rehabil Clin N Am       Date:  2015-08-01       Impact factor: 1.784

8.  Controlling patient participation during robot-assisted gait training.

Authors:  Alexander Koenig; Ximena Omlin; Jeannine Bergmann; Lukas Zimmerli; Marc Bolliger; Friedemann Müller; Robert Riener
Journal:  J Neuroeng Rehabil       Date:  2011-03-23       Impact factor: 4.262

9.  Validation of a mechanism to balance exercise difficulty in robot-assisted upper-extremity rehabilitation after stroke.

Authors:  Lukas Zimmerli; Carmen Krewer; Roger Gassert; Friedemann Müller; Robert Riener; Lars Lünenburger
Journal:  J Neuroeng Rehabil       Date:  2012-02-03       Impact factor: 4.262

10.  Temporal Fluctuation of Mood in Gaming Task Modulates Feedback Negativity: EEG Study With Virtual Reality.

Authors:  Yusuke Yokota; Yasushi Naruse
Journal:  Front Hum Neurosci       Date:  2021-06-03       Impact factor: 3.169

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