| Literature DB >> 34276550 |
Francesco Cerritelli1, Marco Chiera1, Marco Abbro1, Valentino Megale2, Jorge Esteves1, Alberto Gallace3, Andrea Manzotti1,4,5.
Abstract
Virtual reality (VR) and augmented reality (AR) have been combined with physical rehabilitation and psychological treatments to improve patients' emotional reactions, body image, and physical function. Nonetheless, no detailed investigation assessed the relationship between VR or AR manual therapies (MTs), which are touch-based approaches that involve the manipulation of tissues for relieving pain and improving balance, postural stability and well-being in several pathological conditions. The present review attempts to explore whether and how VR and AR might be integrated with MTs to improve patient care, with particular attention to balance and to fields like chronic pain that need an approach that engages both mind and body. MTs rely essentially on touch to induce tactile, proprioceptive, and interoceptive stimulations, whereas VR and AR rely mainly on visual, auditory, and proprioceptive stimulations. MTs might increase patients' overall immersion in the virtual experience by inducing parasympathetic tone and relaxing the mind, thus enhancing VR and AR effects. VR and AR could help manual therapists overcome patients' negative beliefs about pain, address pain-related emotional issues, and educate them about functional posture and movements. VR and AR could also engage and change the sensorimotor neural maps that the brain uses to cope with environmental stressors. Hence, combining MTs with VR and AR could define a whole mind-body intervention that uses psychological, interoceptive, and exteroceptive stimulations for rebalancing sensorimotor integration, distorted perceptions, including visual, and body images. Regarding the technology needed to integrate VR and AR with MTs, head-mounted displays could be the most suitable devices due to being low-cost, also allowing patients to follow VR therapy at home. There is enough evidence to argue that integrating MTs with VR and AR could help manual therapists offer patients better and comprehensive treatments. However, therapists need valid tools to identify which patients would benefit from VR and AR to avoid potential adverse effects, and both therapists and patients have to be involved in the development of VR and AR applications to define truly patient-centered therapies. Furthermore, future studies should assess whether the integration between MTs and VR or AR is practically feasible, safe, and clinically useful.Entities:
Keywords: balance; cybersickness; head-mounted display; multisensory integration; presence; simulation; touch
Year: 2021 PMID: 34276550 PMCID: PMC8278005 DOI: 10.3389/fneur.2021.700211
Source DB: PubMed Journal: Front Neurol ISSN: 1664-2295 Impact factor: 4.003
A summary of the main findings of the systematic reviews about VR and AR.
| Education | Uruthiralingam and Rea, ( | VR/AR | Improved anatomical education for undergraduate and postgraduate students, residents, dentistry, and nursery students in 75 out of 87 reviewed papers. |
| Zhao et al. ( | VR | Improved the test scores compared to other methods (e.g., lectures, textbooks, and dissections) in different anatomical fields (e.g., musculoskeletal, neurologic, and gastroenteric). | |
| Tang et al. ( | AR | Improved test scores and higher satisfaction and learning engagement using MagicBook, an AR system that uses webcam or smartphone to recreate 3D interactive models. | |
| Quintero et al. ( | AR | Increased the attention, interest and motivation of students, even with disabilities or special educational needs. | |
| Oral and maxillofacial surgery | Joda et al. ( | VR/AR | Improved manual dexterity and surgical skills in undergraduate and postgraduate students. |
| Surgery | Tang et al. ( | VR/AR | Reduced intraoperative times, potential ischemic times, tissue damages in several medical procedures, including laparoscopic tasks, bone reconstruction, lumbar punctures, otorhinolaryngologic and neurosurgical operations. |
| Psychology | Freeman et al. ( | VRET, VR cognitive therapy | Improved specific phobias, social anxiety, PTSD, obsessive-compulsive disorder, generalized anxiety disorder, psychotic disorders (reduced distress and persecutory delusions, and improved social functioning), anorexia nervosa and cravings for substances. |
| Chicchi Giglioli et al. ( | ARET | Improved phobia of small animals and acrophobia. | |
| Wechsler et al. ( | VRET and VR cognitive therapy | Improved phobias (especially, specific phobia and agoraphobia) and anxiety more effective than inactive control groups (e.g., waitlist, placebo, or no treatment). | |
| Segawa et al. ( | VRET | Mixed results for treating craving of several substances (i.e., nicotine, alcohol, cocaine, and cannabis) or behavior (i.e., gambling and internet gaming). | |
| Fodor et al. ( | VR and VRET | Reduced anxiety and depression more than control interventions (i.e., waitlist, placebo, relaxation), but similar to other psychological interventions. | |
| Eijlers et al. ( | VR | Reduced anxiety and pain during medical procedures, including immunization, surgery, burn, dental, and oncological care, and venous access more than usual care (although the reviewed studies did not clearly describe usual care). | |
| Luo et al. ( | VR | VR+analgesics for burn care (e.g., dressing change, and physical therapy) reduced unpleasantness, pain, the time spent thinking about pain, anxiety. | |
| Physiotherapy and rehabilitation | de Amorim et al. ( | VR | Improved static and dynamic balance, mobility, gait, and reduced sitting and standing time, fear and risk of falls in various elderly samples, healthy or with some disorder (e.g., balance deficit, diabetes mellitus, or PD) more than placebo, standard proprioceptive training, and kinesiotherapy |
| Lee et al. ( | VR | Improved balance, stride length, sitting and standing time, when VR was used in rehabilitation programs for spinal cord injuries, limb and overall function in chronic stroke patients, PD, and multiple sclerosis. | |
| Ahern et al. ( | VR | Reduced fear of movement in patients with LBP more than conventional stabilization exercises or physical therapy. | |
| Lei et al. ( | VR | Improved HRQoL, level of confidence in difficult activities that could cause falls, and neuropsychiatric symptoms (i.e., anxiety and depression) more than standard care, conventional therapy, or any other non-VR rehabilitation program for PD. | |
| Manivannan et al. ( | VR | Improved executive functions, driving attitude, attention, learning, and problem solving-skills in case of traumatic brain injury, but lack of improvement in employment rate. | |
| Pedroli et al. ( | VR | Improved daily life in patients with USN. | |
| Pain | Chi et al. ( | VR | Reduced neuropathic pain in patients with spinal cord injuries through various VR systems (virtual walking, training, illusion, or hypnosis). |
| Gumaa and Rehan Youssef, ( | VR | Reduced chronic neck pain and shoulder impingement syndrome more than conventional therapy. | |
| Pathophysiology | Bluett et al. ( | VR | Improved understanding of the pathophysiology of freezing of gait in PD by reproducing this event in a safe environment (i.e., without the risk of a real fall). |
AR, augmented reality; ARET, augmented reality exposure therapy; CBT, cognitive behavioral therapy; HRQoL, health-related quality of life; LBP, low back pain; PD, Parkinson's disease; PTSD, post-traumatic stress disorder; USN, unilateral spatial neglect; VR, virtual reality; VRET, virtual reality exposure therapy.
Figure 1The integration of VR and AR in the MT setting. The MT setting would be enhanced by the addition of VR and AR: however, this implies the therapist and the patient need to pay attention to both old and new therapeutic factors. The factors could be summarized as follows (see the section “The Crossroads between MTs, VR and AR,” for further information). (A) Manual therapist's features: knowledge of AR and VR technology, clinical effects and risks; knowledge of tools (e.g., questionnaires, biomarkers such as heart rate variability) for identifying patients who would benefit from AR or VR (every patient could respond differently to them and some patients could be at a higher risk of experiencing adverse effects, from cybersickness to depersonalization). (B) Patient's features: mindset (i.e., expectation about VR or AR positive effects); knowledge of AR and VR potential effects and risks; adequate psychological and physical health status (based on their psychophysical health, some patients could be at a higher risk of experiencing adverse effects, from cybersickness to depersonalization). (C) Healthcare setting: head-mounted device; PC (or other types of hardware) for running/managing AR or VR simulation; space/room/tools for “virtual exercises.” (D) Patient-practitioner relationship: verbal and non-verbal (touch) communication; trust (it is paramount when the patient is immersed in the virtual environment and, therefore, does not see the “real” therapist); virtual-mediated relationship (in the virtual simulation, there could be an avatar of the therapist and phenomena like the uncanny valley could happen). (E) Treatment features: specific (technical) and non-specific (placebo) touch; virtual simulation; feeling of presence/flow (necessary for an optimal AR and VR experience); placebo effect (the patient could feel better just due to the simple fact that an “awesome” technology is being used); safety.