| Literature DB >> 28105952 |
Luara Ferreira Dos Santos1,2, Oliver Christ3, Kedar Mate4, Henning Schmidt5, Jörg Krüger6,5, Christian Dohle7,8.
Abstract
BACKGROUND: Virtual reality (VR) based applications play an increasing role in motor rehabilitation. They provide an interactive and individualized environment in addition to increased motivation during motor tasks as well as facilitating motor learning through multimodal sensory information. Several previous studies have shown positive effect of VR-based treatments for lower extremity motor rehabilitation in neurological conditions, but the characteristics of these VR applications have not been systematically investigated. The visual information on the user's movement in the virtual environment, also called movement visualisation (MV), is a key element of VR-based rehabilitation interventions. The present review proposes categorization of Movement Visualisations of VR-based rehabilitation therapy for neurological conditions and also summarises current research in lower limb application.Entities:
Mesh:
Year: 2016 PMID: 28105952 PMCID: PMC5249036 DOI: 10.1186/s12938-016-0289-4
Source DB: PubMed Journal: Biomed Eng Online ISSN: 1475-925X Impact factor: 2.819
Overview of included studies
| Study | Movement Visualisation | Immersion | Robotic device | Motor function | Sample population | Sample size |
|---|---|---|---|---|---|---|
| Aiello [ | Indirect MV: OF | Non | No | Gait | T: MS | T: 10 |
| Cikajlo [ | Indirect MV: OF | Non | No | Balance | T: Stroke | T: 6 |
| Fung [ | Indirect MV: OF | Semi | No | Gait | T: Stroke | T: 2 |
| Fung [ | Indirect MV: OF | Semi | No | Gait, Balance | T: Stroke | T: 9 |
| Kizony [ | Indirect MV: OF | Semi | No | Gait | T: Stroke | T: 12 |
| Park [ | Indirect MV: OF | Semi | No | Gait | T: PD | T: 3 |
| Yang [ | Indirect MV: OF | Semi/full | No | Gait | T: Stroke | T: 11 |
| Yang [ | Indirect MV: OF | Non | No | Balance | T: Stroke | T: 7 |
| Bergmann [ | Indirect MV: OF | Non/semi | Yes (Lokomat) | Gait | T: Stroke | T: 1 |
| Walker [ | Indirect MV: AOF | Non/semi | No | Gait | T: Stroke | T: 6 |
| Lamontagne [ | Indirect MV: AOF | Full | No | Gait | Crossover: | Crossover: |
| Lamontagne [ | Indirect MV: AOF | Full | No | Gait | Crossover: | Crossover: |
| Slobounov [ | Indirect MV: AOF | Semi | No | Balance | T: healthy → TBI (within) | T: 10 |
| Betker [ | Abstract MV: 2D | Non | No | Balance | T: Ataxia, Stroke, TBI | T: 3 |
| Geiger [ | Abstract MV: 2D | Non | No | Balance | T: Stroke | T: 7 |
| Gil-Gomez [ | Abstract MV: 2D | Non/semi | No | Balance | T: Stroke, TBI, BCN | T: 9 |
| Jobst [ | Abstract MV: 2D | Non | No | Balance | T: Ataxia | T: 36 |
| Mercier [ | Abstract MV: 2D | Non | No | Gait | T: Stroke | T: 1 |
| Forrester [ | Abstract MV: 2D | Non | Yes (Anklebot) | Ankle | T: Stroke | T: 8 |
| Cho [ | Abstract MV: 3D | Game | No | Balance | T: Stroke | T: 11 |
| Deutsch [ | Abstract MV: 3D | Non | Yes (Rutgers Ankle Rehabilitation System) | Ankle | Exp. 1 & 2: | Exp.1: T: 1, C: – |
| Deutsch [ | Abstract MV: 3D | Non | Yes (Rutgers Ankle Rehabilitation System) | Ankle | T: Stroke | T: 6 |
| Mirleman [ | Abstract MV: 3D | Non | Yes (Rutgers Ankle Rehabilitation System) | Ankle | T: Stroke | T: 9 |
| Cattaneo [ | Tracking MV | Non | No | Balance | T: MS | T: 9 |
| Deng [ | Tracking MV | Non | No | Ankle | T: Stroke | T: 8 |
| Dunning [ | Tracking MV | Non | No | Gait, Ankle | T: Stroke | T: 1 |
| Durfee [ | Tracking MV | Non | No | Ankle | T: Stroke | T: 20 |
| McClanachan [ | Avartar MV: Rough figure | Game | No | Gait, Balance | Crossover: Stroke, TBI | Crossover: 21 |
| Brütsch [ | Avatar MV: Realistic body | Non/semi | Yes (Lokomat) | Gait | Crossover: | Crossover: |
| Schuler [ | Avatar MV: Realistic body | Non/semi | Yes (Lokomat) | Gait | Crossover: | Crossover: |
| Brütsch [ | Avatar MV: Realistic body | Non/semi | Yes (Lokomat) | Gait | Crossover: | Crossover: |
| Baram [ | AR MV | AR | No | Gait | T1: MS | T1: 10 |
| Baram [ | AR MV | AR | No | Gait | T: MS | T: 16 |
| Kim [ | AR MV | AR | No | Gait, Balance | T: Stroke | T: 12 |
| Palma [ | AR MV | Game | No | Balance | T: TBI | T: 7? |
| Sveistrup [ | AR MV | AR | No | Balance | T1: TBI | ? |
| Jaffe [ | AR MV | AR | No | Gait | T: Stroke | T: 10 |
| Thornton [ | AR MV | AR | No | Balance | T: TBI | T: 15 |
| Griffin [ | AR MV | AR | No | Gait | T: PD (within) | T: 26 |
| Ferrarin [ | AR MV | AR | No | Gait | T: PD (within) | T: 3 |
| Walker [ | No MV | Non | No | Balance | T: Stroke | T: 16 |
| Banz [ | No MV | Non | Yes (Lokomat) | Gait | Crossover: iSCI | Crossover: 12 |
AR augmented reality, OF optical flow, AOF active optical flow, non non-immersive, semi semi-immersive, full full-immersive, game commercial game, Ankle ankle movement training, T treatment group, C control group, MS multiple sclerosis, (BS-)CP bilateral spastic cerebral palsy, TBI traumatic brain injury, BCN Benign cerebral neoplasm, (i) SCI (incomplete) spinal cord injury, PD Parkinson’s disease, MMC meningomyelocele, SLE systemic lupus erythematodes, healthy no neurological disorder
Movement Visualisation (MV) Groups
| MV Group | N | Description |
|---|---|---|
| Indirect MV | 13 | Body movements are not directly visualized in the virtual environment. Changes in context information represent indirectly the user’s movement |
| Subgroups | ||
| Optical flow (N = 11): Motion of patterns or objects create a | ||
| Active optical flow (N = 3): Motion of patterns or objects during movement in the virtual environment is manipulated with the purpose to influence the user’s behavior (e.g. acceleration of optical flow) | ||
| Abstract MV | 11 | The user’s movement is represented in a (non-anthropomorphic) computer graphic. Main goal relies on the correct execution of the task |
| Subgroups | ||
| 2D Exercise (N = 6): tasks performance in a two dimensional environment | ||
| 3D Exercise (N = 5): task performance in a three dimensional environment | ||
| Augmented reality (AR) MV | 9 | Visualisation of the user’s real body supplemented with virtual Performance Feedback and/or virtual Context Information (e.g. Sony Eye Toy, AR-glasses). This also includes Augmented Virtuality |
| Avatar MV | 5 | Real movements are represented through a virtual body (or body part) |
| Subgroups | ||
| Realistic body (or body part) (N = 3): Representation visually and kinematically close to the real body | ||
| Rough figure (N = 2): Simple body representation with some aspects of real appearance and movements (e.g. Mii avatar in Nintendo Wii) | ||
| Mirrored body (or body part) (N = 0): Realistic body representation with mirrored visual and movement information | ||
| Tracking MV | 4 | Continuous adjustment of body movement with an external visual input (e.g. follow a given trajectory). Explicit goal is the correctness of the movement execution |
| Combined MV | 1 | Visualisation consists of more than one MV type (e.g. indirect MV on an augmented reality device) |
| No MV | 2 | Body movements are not represented in the virtual environment. Visualisation during rehabilitation training is exclusively based on Performance Feedback |