Archive for category Virtual reality rehabilitation

[WEB SITE] Yes! It’s Virtual Reality Demystified – B&T

Daisy Doctor By DAISY DOCTOR, 20 AUGUST, 2018

Virtual Reality has been a staple of science fiction for some time, Though, in terms of real-life application, the world is still coming to grips with what the tool can offer us.

In recent years, tech experts, doctors, medical students and videographers have used the tool as a way of exploring worlds not normally accessed in everyday life, and as a medium to advance our knowledge.

To fully grasp the potential of this tool, Facebook head of tech, entertainment and connectivity, Jason Juma-Ross, sat down with industry experts at Advertising Week to discuss how VR has moved beyond far entertainment and is now facilitating positive change globally.


Speaking with Facebook global head of consumer research, Helen Crossley, and Sydney University professor of biomedical sciences, Philip Poronnik, Juma-Ross and the panellists discussed how VR is being harnessed by medical students and marketers in entirely different ways.

For Poronnik, VR is a fundamental piece of learning equipment for his students – a tool he called a “total game changer”. He added, “People have been excited about VR since it came out, however we’ve been limited by cost, but now we have Oculus Go and our abilities are unlimited.”

According to professor Poronnik, the Oculus Go has enabled students to help prep patients for operations, offer better stroke rehabilitation to sufferers and even create bespoke situations where students can train in rare medical emergencies that were previously too costly or niche to study.

“The technology has an immense capacity for training,” said Poronnik. “From the Ebola virus to virtually stepping into Hazmat suits which are incredibly expensive, it allows us to teach students to prep without the cost,” he added.

“We can work on quick drug simulations and stressful situations. Teaching knowledge about these situations is critical but given their low probability, the ability to simulate them with GO has been hugely helpful to students in training.”

0003-Sydney Advertising Week - 2018 (3)

Poronnik also touched on how VR sets being used in ER rooms are enabling patients to temporarily disappear, creating virtual environments which distract them from the chaos surrounding them. As well as this, VR has proved very effective in helping and curing phobias.

For Crossley, the tool will be massively important to consumers and retailers. Speaking on the impact of VR, Crossley said, “Consumers want to experience a lot of different things. Immersion will soon be the norm, and it’s interesting to realise most consumers’ first experiences with VR will not be in the home.”

Crossley added, “Physical retailers are successful when they offer a completely immersive experience. Where we see VR with commerce in the future is consumers being able to experience products in a visceral way, be that in travel, auto, retail and beyond.”

Looking to the future, both Poronnik and Crossley agreed we are only at the beginning of finding out what VR can do for humans, though neither could predict what the tech would look like in 10 or even five years. Both, however, are extremely excited about it.

Poronnik, for one, questioned how the tool will physically be used by humans in the coming years given its very nature as a “body experience”. He rhetorically asked, “In the future, will it still be glasses or will it be projected onto our eyes? We’re really just scratching the surface.”


Meanwhile, Crossley likened the technological progress of the tool in marketing to the ‘chicken or the egg’ debate. At the moment both marketers and consumers are waiting to see what the other will do with tool, she said.

Crossley also asked, “How will consumers continue using the tool despite the fact there’s not a tonne of content? How will developers and marketers continue building VR considering the base is still growing? We’re not sure.

“We can only imagine what it’ll be like in 10 years,” Crossley added.

via Yes! It’s Virtual Reality Demystified – B&T

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[VIDEO] How Virtual Reality is helping Australians to move again – SBSM The Today Show

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[WEB SITE] Children’s Response About Virtual Reality Rehab is Positive

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The virtual reality (VR) system Serious Game may help children with cerebral palsy and other neurological impairments rehabilitate their upper limbs, suggests a study conducted by a team of Italian researchers who developed the system.

The study, published recently in IEEE Transactions on Neural Systems and Rehabilitation Engineering, examined Serious Game, which is composed of a virtual reality camera mounted to the head and two wearable haptic devices placed on two fingers.

In their study, the team investigated the usability of this rehabilitation system in three patients with cerebral palsy and five patients with developmental dyspraxia—a disorder characterized by the impairment of the ability to plan and carry out sensory and motor tasks. The mean age of participants in this group was 10.13 years, according to a news story from Cerebral Palsy News Today.

Typically developing children, with a mean age of 13.38 years, and adults, with a mean age of 26.75 years, also were included in the study.

The participants were divided into two groups: one assisted by the Serious Game technology and another undergoing conventional neurocognitive rehabilitation therapy. Both conditions required movements involving similar motor functions, such as reaching, grasping, and rotating both forearms and hands, but with different tasks and goals in various contexts.

The children attended 16 training sessions of two sessions per week for 4 weeks, over two separate periods. Between the two interventions, a washout period of 4 weeks was added in which children followed only cognitive therapy with no physical sessions.

The children’s exercise capacity was measured using validated clinical scales and motion analysis, the news story continues.

Typically developing children were eager to complete the assigned task even though they were instructed to execute the session with attention and without rushing, while the adults, cerebral palsy, and developmental dyspraxia groups seemed to pay greater attention to precisely performing motor tasks.

The accuracy and velocity of movement were only different between typically developing children and neuromotor patients in the reach-to-grasp exercise, in which children were asked to flip a card protruding from a horizontal support. No significant differences were observed in the path-tracking task, in which children were seated in front of a desk and asked to reach a target by moving the hand along a straight path, the story explains.

Children with neurological disorders completed the game without exceeding the maximum time threshold imposed. Also, these children reported positive feedback after participating in the Serious Game.

The results of virtual reality were consistent with the participants’ motor skills. Overall, the cerebral palsy and developmental dyspraxia group had lower performance than typically developing children and adults, while in turn, the typically developing children had lower performance than adults.

“Results show the system was compliant with different levels of motor skills and allowed patients to complete the experimental rehabilitation session, with performance varying according to the expected motor abilities of the different groups,” researchers wrote, in the study.

“The ability both to customize the modalities of interaction with the virtual environment and, in the same time, to arise motivation in young participants have revealed virtual reality as a potentially important rehabilitation tool in these children,” they add, per the news story.

In the future, the team plans to study this approach in a larger population.

[Source: Cerebral Palsy News Today]


via Children’s Response About Virtual Reality Rehab is Positive – Rehab Managment

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[VIDEO] Relearning and Retraining in Brain Injury Rehabilitation Does VR help? – YouTube

Δημοσιεύτηκε στις 20 Ιουν 2018

Dr. Sharan Srinivasan | Stereotactic and Functional Neurosurgeon, CMD-NewRo- the neuro rehab experts presents on “Relearning and Retraining in Brain Injury Rehabilitation Does VR help?” at the vamrr Summit on Virtual Reality in Health | 21 March | Bengaluru


via Relearning and Retraining in Brain Injury Rehabilitation Does VR help? – YouTube

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[ARTICLE] Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike – Full Text HTML


We present the architecture and usability evaluation of virtual reality system—“Positive Bike”—designed for improving cognitive and motor conditions in frail elderly patients. The system consists of a cycle-ergometer integrated in an immersive virtual reality system (CAVE) which allows combining motor and cognitive exercises according to a “dual-task” paradigm. We tested the usability and user’s experience of the prototype in a pilot evaluation study that involved five elderly patients. The prototype was tested in one-session training to understand the limitations and areas for improvement of our system. The evaluation consisted in (i) usability assessment using the system usability scale; (ii) evaluation of user’s engagement using the flow state scale; and (iii) expert evaluation involving interviews with domain experts. Results showed a good usability, both for system usability scale and the semi-structured interview. The level of flow (i.e., enjoyment with the task at hand) measured using the short flow state scale, was also high. Analysis of semi-structured interview carried out with domain experts provided further indications to improve the system. Overall, these findings show that, despite some limitations, the system is usable and provides an enjoyable user’s experience.

1. Introduction

1.1. The Problem of Frailty

Aging is a physiological process involving both cognitive and motor domains, and affecting many aspects of everyday life. According to the World Health Organization, the proportion of people older than 60-year-old is increasing rapidly and faster than all the other age groups [1]. In the population, in the last decade, there has been a lot of interest in “frail” patients, constituting the 6.9% of adults older than 65-year-old [2]. Specifically, frailty is a clinical condition and a state of vulnerability associated with increasing age and affecting multiple domains such as gait, mobility, balance and cognition [3]. According to the standardized definition of Fried and colleagues, three or more of the following criteria should be met: unintentional weight loss (10 lbs in past year), self-reported exhaustion, weakness (grip strength), slow walking speed, and low physical activity [2]. Evidence of a strong association between this condition and higher risks for adverse health outcomes, such as mortality, disability and, especially, high risk of falls, has been shown [2,4,5,6].
Even though cognitive and motor impairments have been considered and treated independently, literature is showing evidence for a strong relation between them, both in healthy and pathological conditions. An example of this relationship is the risk of falls. Among old adults and frail patients, falls are one of the most critical public health problems, as well as the major cause of injuries: one in three old people, indeed, falls at least once in a year [7], with subsequent consequences in terms of loss of independence and adverse psychosocial problems [8,9]. The increased fall rate among older adults has been interpreted in light of the cognitive-motor interference (CMI) theory [10,11].
CMI, a specific type of dual task interference (DTi), refers to the simultaneous execution of a cognitive and a motor task, that requires a great amount of cognitive control in terms of executive functions and attentional abilities [12]. The concurrent performance of a cognitive task can cause a decline either in the motor or in the cognitive execution, or even in both, depending on the cognitive demand [1,12,13]. Current literature has shown that the mechanisms supporting DT are still unclear. As a matter of fact, a specific brain structure devoted to the control of DT has not been yet identified: rather than being a simple addictive effect, DT could be the result of a complex coordination and interplay between different specialized information-processing systems [14]. Concerning the cognitive mechanisms, instead, two different attentional theories have been proposed. Along with the Wickens’ theory of shared attentional resources [15], the concurrent execution of two activities would require to divide and re-allocate attention, thus decreasing the attentional resources assigned to each single task [16]. On the other hand, the bottleneck hypothesis argues that the main cause of interference would be the competition for information-processing in neural pathways [16]: tasks that are supported by a similar neural network could not be carried out in parallel, but only in sequence.
Interestingly, successful locomotion requires the ability of performing simultaneously a cognitive task that can cause an interference in gait performance, especially in older adults. Several works showed the efficacy of this paradigm [17,18,19,20]. The age-related decrease in attentional and executive functioning would impair the ability of managing the concurrent execution of different motor and cognitive activities, normally occurring in everyday life [21,22]. Notably, frailty has been described as a reversible dynamic process, characterized by recurrent transitions between states over time [23]. As a consequence, a growing number of studies focuses on the possibility of creating specific interventions, either to improve or prevent frailty and, specifically, to reduce the risk of fall [24]. For instance, regular physical exercise and motor interventions, either in their aerobic or strength form [25], were proved to bring many benefits for reducing the fall risk [26,27,28,29] and improving general cognitive functioning [30]. Accordingly, a recent systematic review showed the main role played by muscular strength and postural balance for the prevention of falls [28].
Recently, DT has been suggested as a more efficient approach for the improvement of cognitive and motor performances [21,31,32,33]. Specifically, the important contribution of high-order cognitive systems in gait control would make DT an effective training for the reduction of fall risk [21].

1.2. The Potential of Virtual Reality to Counteract Frailty

Thanks to the development of new technologies and to the great diffusion of virtual reality (VR) in the clinical field, it is now possible to develop and implement interactive cognitive-motor training. VR offers indeed the opportunity to create ecological and realistic environments in which to reproduce daily-life situations, leading to higher acceptance and adherence rates among patients [34]. In addition, VR allows rehabilitation practice to become more engaging, thus increasing users’ motivation and performances; finally, VR—coupled with appropriate sensors—enables measuring different objective behaviors in real-time, thus allowing the provision of training in a valid, safe, and controlled environment.
The adoption of VR training, mainly involving balance and functional mobility, has already shown promising outcomes in the clinical field, thus suggesting VR as an appropriate complementary approach in the field of rehabilitation [35]. With respect to elderly rehabilitation programs, and the implementation of fall prevention exercise, many VR-based studies can be traced in literature [36]; among them, the use of balance boards and the implementation of a balance training program using commercial games from the Wii Fit software package (i.e., yoga, soccer, ski jump, tennis) are quite common [37,38,39]. In the majority of the cases, VR-based balance programs resulted in improved postural balance and fear of falling in the experimental groups when compared to no treatment [36]. Other setups foresee the exploitation of step pads and/or of the Kinect sensor, and the provision of visual feedback on a TV screen to support the maintenance of the adequate step rhythm [40] or the awareness of quality of the performance [41]. A recent study investigated the effects of the addition of a non-immersive virtual reality component to treadmill training aimed at reducing fall risk in older adults [42]; in this case, VR was used to increase the ecological validity of the training, providing older adults with real-life challenges such as obstacles and distractors requiring continual adjustment of steps. The whole system included the treadmill, a safety harness, a virtual environment displayed on a TV screen, and a Kinect sensor tracking the participants’ steps. Six months after the end of the program, the group who underwent the training using treadmill reported a significant decrease in fall incident rate, with respect to the group who trained with treadmill alone.
Several studies already adopted a VR cycling training for the motor rehabilitation of old adults or stroke patients [43,44,45,46,47], but no one ever implemented it into a DT protocol, thus requiring the execution of some interactive cognitive tasks during the physical performance of the virtual ride. To our knowledge, studies exploiting VR-based dual task training focused on exercises requiring locomotion and involved either the use of a treadmill [48,49] or implemented stepping-in-place on a balance board [19]. In the following, we describe the rationale, the design and the usability testing of ‘Positive Bike’, a fully-immersive VR biking experience for the implementation of an interactive DT training. Stationary cycle exercises can improve balance, weight shifts and gait, as well as lower body extremity functioning, thus translating into a significant reduction of the fall risk [46,50,51]. The pattern of cycling is indeed very close to walking, as they are both cyclical, they both involve the reciprocal flexing and extension movements from the hip, knee, and ankle, and they both activate alternatively agonist and antagonist muscles [52,53,54]. Moreover, the use of a stationary bike results in providing the user with a controllable workload and a safer equipment; indeed, with respect to the treadmill (the other equipment allowing an easy modification of the workload), the employment of a cycle-ergometer is associated with a lower risk of injury, especially in case of elderly and frail users [55].
Another key requirement was to create a task that provided participants with positive and engaging experience. According to Riva and colleagues [56,57] a key asset of VR for rehabilitation is that this technology allows creating artificial environments that promote optimal experience through surprising psychological resources and increase in the involvement. Accordingly, VR is a powerful tool that can be used to improve the engagement of the participants, thanks to the creation of challenging tasks designed accordingly to the user’s personal skills and resources. This approach, also called “transformation of flow” has shown promising results in the field of rehabilitation, both cognitive and physical [58,59].[…]

Continue —> Sensors | Free Full-Text | Characteristics, Usability, and Users Experience of a System Combining Cognitive and Physical Therapy in a Virtual Environment: Positive Bike | HTML

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Figure 1. A picture of a real set up and a schematic representation of the hardware setup.

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[WEB SITE] Virtual reality games to help patients’ rehabilitation in UAE

The AI system is already in use in Ras Al Khaimah Physiotherapy and Sports Centre and will be rolled out soon in all ministry hospitals.

A therapist will always be present to monitor these sessions of patients.

Games developed specially for rehabilitation in physiotherapy for patients of stroke, cerebral palsy and similar conditions, will be used by the Ministry of Health and Prevention (Mohap) as it rolls out use of artificial intelligence (AI) and virtual reality (VR) in hospitals.

The AI system is already in use in Ras Al Khaimah Physiotherapy and Sports Centre and will be rolled out soon in all other ministry hospitals. “Games are developed for rehab of such patients, for both children and adults, especially those suffering from cerebral palsy and motor delay conditions,” Dr Yousif Mohammed Al Serkal, assistant undersecretary for the hospital sector, told Khaleej Times.

“The AI system is composed of three parts – a TV set, a sensory kinetic bar and an X-Box linked with these. Specific games are used to assess how cognitive a patient is,” he said.

A therapist will always be present to monitor these sessions of patients and will assess their conditions accordingly, he added.

He also explained the advantages of VR using AI in physiotherapy to provide treatment. “This will allow the patient to complete the treatment at his/her home with the possibility of remote rehabilitation,” he said.

“In the treatment of stroke, the virtual reality system evaluates and enhances the recovery of the affected upper parts, in addition to the training for the walking device used for rehabilitation.

“The patient moves at a speed on the motion platform with changing virtual environments being displayed on the front screen to simulate daily activities. In the treatment of the balance disorder, virtual reality is a safe and effective alternative to conventional therapy to improve the balance in patients,” he said. “Patients have reported that they enjoyed VR therapy without suffering from side effects, and with increased motivation.

“This technique is also used to treat children with developmental disorders, including positive developments in both perceived and performance capabilities in areas of daily activities including social activities that they have not been able to do before.”

The virtual therapy also assists cerebral palsy patients in the reorganisation of the brain and movement ability and visual cognitive skills, in addition to social participation and personal factors.

More about VR with AI

The UAE Strategy for Artificial Intelligence (AI) is a project within the Centennial Plan 2071. The plan will also include virtual reality (VR) rehabilitation in physiotherapy for stroke patients, patients suffering from balance disorder and children with development disorders, cerebral palsy and Parkinson’s syndrome.

VR rehabilitation technology makes use of virtual world simulation to meet various requirements for effective medical intervention to achieve the best results using the video game controller and the moving sensor. Scientific studies have proven the effectiveness of this innovative technique in the rehabilitation and treatment of many such cases.


AI boost to healthcare

Healthcare industry stands to gain significantly by inducting artificial intelligence into various processes. The technology can take the fear out of procedures and make treatments more effective. The UAE has been experimenting on this front and results are encouraging so far. Innovation through AI is becoming more meaningful with its human-centric approach, and the medical experts are now looking at expanding its scope.


via Virtual reality games to help patients’ rehabilitation in UAE – Khaleej Times

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[WEB SITE] The UAE’s Ministry of Health and Prevention (MoHAP) has reported to launch Virtual Reality (VR) rehabilitation


By  on July 22, 2018

The UAE’s Ministry of Health and Prevention (MoHAP) has reported aims to launch Virtual Reality (VR) rehabilitation in physiotherapy for stroke patients, patients going through balance disorder and children with evolution disorders, cerebral palsy and Parkinson’s syndrome.

The ministry told VR rehabilitation technology makes utilization of virtual world pretense to reach several needs for practical medical intervention to attain the best outcome utilizing the video game controller and the moving sensor.

Scientific studies have proven the success of this innovational technique in the rehabilitation and treatment of various such cases, state news agency WAM announced.

It also included that the move is in line with the UAE Strategy for Artificial Intelligence (AI) which plans to build creative and revolutionary work environments.

Dr Yousif Mohammed Al Serkal, Assistant Under-Secretary for the Hospital Sector, told the ministry is keen to completely combine  artificial intelligence into medical services.

He told the utilization of VR permitted the patient to finish the treatment at home with the chance of remote rehabilitation.

He added that in the treatment of stroke, the virtual reality system evaluates and increases the recovery of the pretentious upper parts, adding to the training for the walking device utilized for rehabilitation.

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via The UAE’s Ministry of Health and Prevention (MoHAP) has reported to launch Virtual Reality (VR) rehabilitation – GulfTomorrow

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[BLOG POST] Article Commentary: “Virtual Reality for Stroke Rehabilitation”

Burton J. Tabaac, MD

Laver KE, Lange B, George S, Deutsch JE, Saposnik G, Crotty MC. Virtual Reality for Stroke Rehabilitation. Stroke. 2018

This review examined the efficacy of virtual reality, compared with an alternative intervention or no intervention, on upper limb function and activity. The publication is an update of the authors’ review first published in 2011 and then revised in 2015. The initial review, published in 2011, identified only 19 studies. For this iteration, 11 databases and trial registries were searched, including randomized and quasi-randomized trials of virtual reality in adults after stroke. A total of 72 trials (with 2470 participants) were included in the review.

While most recovery after stroke is thought to be made in the first few weeks, patients may make improvements on functional tasks many months after having a stroke. Prior research has shown that repetitive task training is effective in some aspects of rehabilitation, such as improving walking distance and speed and improving upper limb function. Virtual reality is a relatively recent approach that may enable simulated practice of functional tasks at a higher dosage than traditional therapies. Virtual reality has been defined as the “use of interactive simulations created with computer hardware and software to present users with opportunities to engage in environments that appear and feel similar to real-world objects and events.”

In assessing the primary outcome for this review paper, virtual reality was compared with the same dose of conventional therapy, and the results were not statistically significant for upper limb function. However, when virtual reality was used to supplement usual care (providing participants in the intervention group with a higher dose of therapy), there was a statistically significant difference between groups. There was a trend suggesting that customized virtual reality programs were preferable to commercial game products; however, these findings were not statistically significant.

Evidence of neuroplasticity as a result of training in virtual reality is modest; however, neuroimaging findings are guiding the development of virtual reality. The authors are keen to note that one major advantage of virtual reality programs, which has been underutilized to date, is that they allow clinicians to be able to trial tasks that are unsafe to practice in the real world, such as crossing the street. In addition, some programs are designed to be used without supervision, meaning that increased dosage of therapy can be provided without increased staffing levels. It is important to continually evaluate the efficacy of virtual reality in order to guide future design and use.

via Blogging Stroke – Article Commentary: “Virtual Reality for Stroke Rehabilitation”

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[ARTICLE] Cooperative Cooking: A Novel Virtual Environment for Upper Limb Rehabilitation – Full Text PDF


Motor rehabilitation technologies commonly include virtual environments that motivate patients to exercise more often or more intensely. In this paper, we present a novel virtual rehabilitation environment in which two people work together to prepare meals. The players’ roles can be fixed or undefined, and optional challenges can be added in the form of flies that must be swatted away. A preliminary evaluation with 12 pairs of unimpaired participants showed that participants prefer cooperating over exercising alone and feel less pressured when cooperating. Furthermore, participants enjoyed the
addition of flies and preferred not to have defined roles. Finally, no significant decrease in exercise intensity was observed as a result of cooperation. These results indicate that cooperation could improve motor rehabilitation by increasing motivation, though the virtual environment needs to be evaluated with participants with motor impairment.

Full Text PDF

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[ARTICLE] Effectiveness of Wii-based rehabilitation in stroke: A randomized controlled study – Full Text HTML


Objective: To investigate the efficacy of Nintendo Wii Fit®-based balance rehabilitation as an adjunctive therapy to conventional rehabilitation in stroke patients.

Methods: During the study period, 70 stroke patients were evaluated. Of these, 23 who met the study criteria were randomly assigned to either the experimental group (n = 12) or the control group (n = 11) by block randomization. Primary outcome measures were Berg Balance Scale, Functional Reach Test, Postural Assessment Scale for Stroke Patients, Timed Up and Go Test and Static Balance Index. Secondary outcome measures were postural sway, as assessed with Emed-X, Functional Independence Measure Transfer and Ambulation Scores. An evaluator who was blinded to the groups made assessments immediately before (baseline), immediately after (post-treatment), and 4 weeks after completion of the study (follow-up).

Results: Group-time interaction was significant in the Berg Balance Scale, Functional Reach Test, anteroposterior and mediolateral centre of pressure displacement with eyes open, anteroposterior centre of pressure displacement with eyes closed, centre of pressure displacement during weight shifting to affected side, to unaffected side and total centre of pressure displacement during weight shifting. Demonstrating significant group-time interaction in those parameters suggests that, while both groups exhibited significant improvement, the experimental group showed greater improvement than the control group.

Conclusion: Virtual reality exercises with the Nintendo Wii system could represent a useful adjunctive therapy to traditional treatment to improve static and dynamic balance in stroke patients.



Stroke is one of the leading causes of disability (1). In stroke patients, balance can be affected by various factors, such as muscular weakness, abnormal muscle tone, deficits in visual and sensory function or disturbances in vestibular mechanisms (2). Since balance dysfunction is associated with increased risk of falling, balance exercises are a critical component of the rehabilitation of stroke patients.

Recent years have seen growing interest in the use of new technologies, such as virtual reality (VR), in stroke rehabilitation. Clinical results indicate that the use of VR technologies improves motor functioning (3–5). VR can be used to improve upper limb function, gait and balance, global motor function and cognitive function in stroke patients (6). However, VR equipment is usually complex and expensive, and may be available only in specialist centres with the help of experienced therapists. As a consequence, there has been an increase in the number of studies on the efficacy of commercial gaming programs in stroke rehabilitation. PlayStation, Wii, and Xbox, along with Kinect, are the game consoles most commonly used in stroke rehabilitation. Wii (Nintendo, Kyoto, Japan) is a game console used to improve balance, strength, flexibility and fitness. It provides a relatively simple and inexpensive opportunity for VR treatment (7).

Several randomized controlled studies have evaluated the effect of Wii-based balance rehabilitation programmes in stroke patients. Cho et al. (8) investigated the effects of VR balance training using Wii in chronic stroke patients. They reported that Wii-based VR exercises resulted in a significant improvement in dynamic balance (8). In another study, chronic stroke patients were randomly assigned to 2 groups. In the first group patients played console games for 5 weeks, and in the control group patients maintained their usual daily activities. A slight improvement was measured in the first group (9).

There are conflicting results in the literature about the efficacy of Wii-based balance exercises compared with other balance rehabilitation programmes, such as progressive balance training and task-specific programmes.

A number of studies have investigated whether the addition of Wii exercises or other exercise options to balance rehabilitation programmes makes a difference in stroke patients. The results are controversial. Lee et al. (10) reported better results in the Wii group. In contrast, Yatar et al. (11) indicated that there were no differences between Wii Fit balance training and progressive balance exercises.

Adequate postural control and good balance performance are prerequisites for independence in daily activities; therefore, these should be important goals of stroke rehabilitation (8). The aim of this study was to investigate the efficacy of Wii Fit-based balance rehabilitation as an adjunctive therapy to conventional rehabilitation in stroke patients.[…]


Continue —>  Journal of Rehabilitation Medicine – Effectiveness of Wii-based rehabilitation in stroke: A randomized controlled study – HTML

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