Literature DB >> 30447196

Immediate Effects of Immersive Biofeedback on Gait in Children With Cerebral Palsy.

Adam T Booth1, Annemieke I Buizer2, Jaap Harlaar3, Frans Steenbrink4, Marjolein M van der Krogt2.   

Abstract

OBJECTIVE: To investigate the immediate response to avatar-based biofeedback on 3 clinically important gait parameters: step length, knee extension, and ankle power in children with cerebral palsy (CP).
DESIGN: Repeated measures design.
SETTING: Rehabilitation clinic. PARTICIPANTS: Children with spastic paresis (N=22; 10.5±3.1y), able to walk without assistive devices. INTERVENTION: Children walked on a treadmill with a virtual reality environment. Following baseline gait analysis, they were challenged to improve aspects of gait. Children visualized themselves as an avatar, representing movement in real time. They underwent a series of 2-minute trials receiving avatar-based biofeedback on step length, knee extension, and ankle power. To investigate optimization of biofeedback visualization, additional trials in which knee extension was visualized as a simple bar with no avatar; and avatar alone with no specific biofeedback were carried out. MAIN OUTCOME MEASURES: Gait pattern, as measured by joint angles, powers, and spatiotemporal parameters, were compared between baseline and biofeedback trials.
RESULTS: Participants were able to adapt gait pattern with biofeedback, in an immediate response, reaching large increases in ankle power generation at push-off (37.7%) and clinically important improvements in knee extension (7.4o) and step length (12.7%). Biofeedback on one parameter had indirect influence on other aspects of gait.
CONCLUSION: Children with CP show capacity in motor function to achieve improvements in clinically important aspects of gait. Visualizing biofeedback with an avatar was subjectively preferential compared to a simplified bar presentation of knee angle. Future studies are required to investigate if observed transient effects of biofeedback can be retained with prolonged training to test whether biofeedback-based gait training may be implemented as a therapy tool.
Copyright © 2018 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Biofeedback, psychology; Cerebral palsy; Rehabilitation; Virtual reality; Walking

Mesh:

Year:  2018        PMID: 30447196     DOI: 10.1016/j.apmr.2018.10.013

Source DB:  PubMed          Journal:  Arch Phys Med Rehabil        ISSN: 0003-9993            Impact factor:   3.966


  7 in total

1.  Muscle Synergies in Response to Biofeedback-Driven Gait Adaptations in Children With Cerebral Palsy.

Authors:  Adam T C Booth; Marjolein M van der Krogt; Jaap Harlaar; Nadia Dominici; Annemieke I Buizer
Journal:  Front Physiol       Date:  2019-09-27       Impact factor: 4.566

2.  The effectiveness and safety of electromyography biofeedback therapy for motor dysfunction of children with cerebral palsy: A protocol for systematic review and meta-analysis.

Authors:  Ming-Xing He; Cong-Jie Lei; Dong-Ling Zhong; Qi-Cen Liu; Hong Zhang; Yi-Jie Huang; Yu-Xi Li; Xiao-Bo Liu; Juan Li; Rong-Jiang Jin; Li Wan
Journal:  Medicine (Baltimore)       Date:  2019-08       Impact factor: 1.817

3.  Feasibility of Augmenting Ankle Exoskeleton Walking Performance With Step Length Biofeedback in Individuals With Cerebral Palsy.

Authors:  Ying Fang; Zachary F Lerner
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2021-03-02       Impact factor: 3.802

4.  Serious Game Platform as a Possibility for Home-Based Telerehabilitation for Individuals With Cerebral Palsy During COVID-19 Quarantine - A Cross-Sectional Pilot Study.

Authors:  Talita Dias da Silva; Paula Lumy da Silva; Elisa de Jesus Valenzuela; Eduardo Dati Dias; Amanda Orasmo Simcsik; Mariana Giovanelli de Carvalho; Anne Michelli Gomes Gonçalves Fontes; Camila Aparecida de Oliveira Alberissi; Luciano Vieira de Araújo; Murilo Vinícius da Costa Brandão; Helen Dawes; Carlos Bandeira de Mello Monteiro
Journal:  Front Psychol       Date:  2021-02-02

5.  Effect of an augmented reality active video game for gait training in children with cerebral palsy following single-event multilevel surgery: protocol for a randomised controlled trial.

Authors:  Anne-Laure Guinet; Michel Bams; Sandrine Payan-Terral; Néjib Khouri; Samir Otmane; Guillaume Bouyer; Eric Desailly
Journal:  BMJ Open       Date:  2022-10-10       Impact factor: 3.006

6.  Feasibility of a real-time pattern-based kinematic feedback system for gait retraining in pediatric cerebral palsy.

Authors:  Xuan Liu; Nuno Oliveira; Naphtaly Ehrenberg; JenFu Cheng; Katherine Bentley; Sheila Blochlinger; Hannah Shoval; Peter Barrance
Journal:  J Rehabil Assist Technol Eng       Date:  2021-06-02

7.  Motor Improvement in Adolescents Affected by Ataxia Secondary to Acquired Brain Injury: A Pilot Study.

Authors:  Elisabetta Peri; Daniele Panzeri; Elena Beretta; Gianluigi Reni; Sandra Strazzer; Emilia Biffi
Journal:  Biomed Res Int       Date:  2019-11-26       Impact factor: 3.411

  7 in total

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