Literature DB >> 32421374

Contextual sensory integration training via head mounted display for individuals with vestibular disorders: a feasibility study.

Anat V Lubetzky1, Jennifer Kelly2, Zhu Wang3, Marta Gospodarek4, Gene Fu2, John Sutera1,2, Bryan D Hujsak2.   

Abstract

PURPOSE: Virtual reality (VR) interventions can simulate real-world sensory environments. The purpose of this study was to test the feasibility of a novel VR application (app) developed for a Head Mounted Display (HMD) to target dizziness, imbalance and sensory integration in a functional context for patients with vestibular disorders. Here we describe the design of the app as well as self-reported and functional outcomes in vestibular patients before and after participating in vestibular rehabilitation using the app.
MATERIAL AND METHODS: Our app includes a virtual street, airport, subway or a park. The clinician controls the visual and auditory load including several levels of direction, amount and speed of virtual pedestrians. Clinicians enrolled 28 patients with central (mild-traumatic brain injury [mTBI] or vestibular migraine) and peripheral vestibular disorders. We recorded the Simulator Sickness Questionnaire, Visual Vertigo Analogue Scale (VVAS), Dizziness Handicap Inventory (DHI), Activities-Specific Balance Confidence Scale (ABC), 8-foot up and go (8FUG) and Four-Step Square Test (FSST) before and after the intervention.
RESULTS: Within the 15 patients who completed the study, 12 with peripheral hypofunction showed significant improvements on the VVAS (p = 0.02), DHI (p = 0.008) and ABC (p = 0.02) and a small significant improvement on the FSST (p = 0.015). Within-session changes in symptoms were minimal. Two patients with mTBI showed important improvements, but one patient with vestibular migraine, did not.
CONCLUSION: HMD training within increasingly complex immersive environments appears to be a promising adjunct modality for vestibular rehabilitation. Future controlled studies are needed to establish effectiveness.IMPLICATIONS FOR REHABILITATIONVirtual Reality allows for gradual introduction of complex semi-real visual environments.Within VR training patients can re-learn to maintain balance when presented with a sensory conflict in a safe environment.Head Mounted Display training appears to be a promising adjunct modality for vestibular rehabilitation.Portability and affordability of the hardware and software enhance the potential clinical outreach.

Entities:  

Keywords:  HMD; HTC Vive; Vestibular rehabilitation; balance; sensory integration; virtual reality

Mesh:

Year:  2020        PMID: 32421374     DOI: 10.1080/17483107.2020.1765419

Source DB:  PubMed          Journal:  Disabil Rehabil Assist Technol        ISSN: 1748-3107


  4 in total

1.  Virtual Reality Vestibular Rehabilitation in 20 Patients with Vertigo Due to Peripheral Vestibular Dysfunction.

Authors:  Tomasz Stankiewicz; Mariusz Gujski; Artur Niedzielski; Lechosław P Chmielik
Journal:  Med Sci Monit       Date:  2020-12-31

2.  Feasibility and safety of an immersive virtual reality-based vestibular rehabilitation programme in people with multiple sclerosis experiencing vestibular impairment: a protocol for a pilot randomised controlled trial.

Authors:  Cristina García-Muñoz; María Jesús Casuso-Holgado; Juan Carlos Hernández-Rodríguez; Elena Pinero-Pinto; Rocío Palomo-Carrión; María-Dolores Cortés-Vega
Journal:  BMJ Open       Date:  2021-11-22       Impact factor: 2.692

3.  Multimedia Interventions for Neurodiversity: Leveraging Insights from Developmental Cognitive Neuroscience to Build an Innovative Practice.

Authors:  Teresa Farroni; Irene Valori; Laura Carnevali
Journal:  Brain Sci       Date:  2022-01-23

4.  Immersive Virtual Reality and Vestibular Rehabilitation in Multiple Sclerosis: Case Report.

Authors:  Cristina García-Muñoz; María-Dolores Cortés-Vega; Juan-Carlos Hernández-Rodríguez; Lourdes M Fernández-Seguín; Isabel Escobio-Prieto; María Jesús Casuso-Holgado
Journal:  JMIR Serious Games       Date:  2022-02-16       Impact factor: 3.364

  4 in total

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