Literature DB >> 24702281

Virtual reality game-based therapy for treatment of postural and co-ordination abnormalities secondary to TBI: a pilot study.

K I Ustinova1, J Perkins, W A Leonard, C J Hausbeck.   

Abstract

PRIMARY
OBJECTIVE: The study objective was to test the efficacy of game-based virtual reality (VR) therapy as a mean of correcting postural and co-ordination abnormalities in individuals with traumatic brain injury (TBI). Therapy was done with interactive customized VR games and scenarios, utilizing an Xbox Kinect sensor. RESEARCH
DESIGN: The study was a pilot project using the structure of a phase II clinical trial. METHODS AND PROCEDURES: Fifteen participants with mild-to-moderate chronic TBI-related balance and motor co-ordination impairments participated in 15 sessions, each lasting ∼50-55 minutes, scheduled 2-3 times a week over 5-6 consecutive weeks. Participants were evaluated at baseline, immediately after the final session and in a 1-month follow-up with a battery of clinical tests (measuring postural stability, gait and co-ordination) and movement performance parameters. Movement parameters included arm-leg co-ordination, dynamic stability and arm precision, calculated from kinematic data recorded with Xbox Kinect sensor.
RESULTS: Following therapy, most participants improved their static and dynamic postural stability, gait and arm movements. These effects persisted over the retention interval.
CONCLUSIONS: Results will be used to improve the VR program, with the goal of producing a cost-effective, accessible and easy to individualize therapeutic approach. The pilot data will be used for designing a larger scale clinical trial.

Entities:  

Mesh:

Year:  2014        PMID: 24702281     DOI: 10.3109/02699052.2014.888593

Source DB:  PubMed          Journal:  Brain Inj        ISSN: 0269-9052            Impact factor:   2.311


  11 in total

1.  Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.

Authors:  Shane Chanpimol; Kimberly Benson; Heidi Maloni; Susan Conroy; Mitchell Wallin
Journal:  Arch Physiother       Date:  2020-10-01

2.  Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI.

Authors:  Shane Chanpimol; Bryant Seamon; Haniel Hernandez; Michael Harris-Love; Marc R Blackman
Journal:  Arch Physiother       Date:  2017-05-31

3.  The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study.

Authors:  Sofia Straudi; Giacomo Severini; Amira Sabbagh Charabati; Claudia Pavarelli; Giulia Gamberini; Anna Scotti; Nino Basaglia
Journal:  BMC Neurol       Date:  2017-05-10       Impact factor: 2.474

Review 4.  Markerless motion capture systems as training device in neurological rehabilitation: a systematic review of their use, application, target population and efficacy.

Authors:  Els Knippenberg; Jonas Verbrugghe; Ilse Lamers; Steven Palmaers; Annick Timmermans; Annemie Spooren
Journal:  J Neuroeng Rehabil       Date:  2017-06-24       Impact factor: 4.262

5.  ReHabgame: A non-immersive virtual reality rehabilitation system with applications in neuroscience.

Authors:  Shabnam Sadeghi Esfahlani; Tommy Thompson; Ali Davod Parsa; Ian Brown; Silvia Cirstea
Journal:  Heliyon       Date:  2018-02-12

6.  Virtual Reality Aided Therapy towards Health 4.0: A Two-Decade Bibliometric Analysis.

Authors:  Zhen Liu; Lingfeng Ren; Chang Xiao; Ke Zhang; Peter Demian
Journal:  Int J Environ Res Public Health       Date:  2022-01-28       Impact factor: 3.390

7.  Dynamic Visual Stimulations Produced in a Controlled Virtual Reality Environment Reveals Long-Lasting Postural Deficits in Children With Mild Traumatic Brain Injury.

Authors:  Thomas Romeas; Selma Greffou; Remy Allard; Robert Forget; Michelle McKerral; Jocelyn Faubert; Isabelle Gagnon
Journal:  Front Neurol       Date:  2021-11-25       Impact factor: 4.003

Review 8.  Maximizing the Impact of e-Therapy and Serious Gaming: Time for a Paradigm Shift.

Authors:  Theresa M Fleming; Derek de Beurs; Yasser Khazaal; Andrea Gaggioli; Giuseppe Riva; Cristina Botella; Rosa M Baños; Filippo Aschieri; Lynda M Bavin; Annet Kleiboer; Sally Merry; Ho Ming Lau; Heleen Riper
Journal:  Front Psychiatry       Date:  2016-04-18       Impact factor: 4.157

9.  Virtual Reality-Based Executive Function Rehabilitation System for Children With Traumatic Brain Injury: Design and Usability Study.

Authors:  Jiabin Shen; Henry Xiang; John Luna; Alice Grishchenko; Jeremy Patterson; Robert V Strouse; Maxwell Roland; Jennifer P Lundine; Christine H Koterba; Kimberly Lever; Jonathan I Groner; Yungui Huang; En-Ju Deborah Lin
Journal:  JMIR Serious Games       Date:  2020-08-25       Impact factor: 3.364

10.  Teleneurorehabilitation program (virtual reality) for patients with balance disorders: descriptive study.

Authors:  Marcos Maldonado-Díaz; Patricia Vargas; Ricardo Vasquez; Felipe Gonzalez-Seguel; Betel Rivero; Viviane Hidalgo-Cabalín; Tania Gutierrez-Panchana
Journal:  BMC Sports Sci Med Rehabil       Date:  2021-08-02
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