Cano Porras Desiderio, Sharon Hadar, Inzelberg Rivka, Ziv-Ner Yitzhak, Zeilig Gabriel, Plotnik Meir
Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Ramat Gan, Tel HaShomer, Israel.
Center of Advanced Technologies in Rehabilitation, Sheba Medical Center, Tel HaShomer, Israel.
Ther Adv Chronic Dis. 2019 Aug 23;10:2040622319868379. doi: 10.1177/2040622319868379. eCollection 2019.
Extensive research shows that virtual reality (VR) enhances motor learning and has advantages in balance and gait rehabilitation of neurological patients. There is still uncertainty, however, as for the practicality and efficacy of VR in long-term clinical routine. The objective of this study was to report on 3 years of clinical practice conducting VR-based rehabilitation of balance and gait in a large medical center.
This retrospective study systematically analyzed clinical records of patients who received VR-based rehabilitation in a large rehabilitation center during 3 years. We evaluated the effect of VR-based rehabilitation treatments on balance and gait, cognitive dual-task load, patient's balance confidence (ABC-scale) and perception of suitability. Patients were either neurological patients, allocated to five groups: Parkinson's disease (PD), poststroke (PS), multiple sclerosis, traumatic brain injury, and 'other conditions', or non-neurological patients.
Records of 167 patients were analyzed. The availability of multiple VR systems and environments contributed to highly personalized interventions that tailored specific deficits with therapeutic goals. VR-based rehabilitation significantly improved balance and gait (measured by 10-Meter Walk Test, Timed-Up-and-Go, Berg Balance Scale, and Mini BESTest). Patients with PD and PS decreased dual-task cost while walking. Patients increased balance confidence and deemed VR suitable for rehabilitation.
Our results suggest that VR-based rehabilitation is practicable and effective in clinical routine. Functional measures of balance and gait show significant improvements following VR-based interventions. Clinical approaches should exploit VR advantages for promoting motor learning and motivation. This study serves to aid transition to long-term clinical implementation of VR.
广泛的研究表明,虚拟现实(VR)可增强运动学习能力,在神经疾病患者的平衡和步态康复方面具有优势。然而,VR在长期临床实践中的实用性和有效性仍存在不确定性。本研究的目的是报告在一家大型医疗中心进行的为期3年的基于VR的平衡和步态康复临床实践情况。
这项回顾性研究系统分析了在一家大型康复中心接受基于VR康复治疗的患者3年期间的临床记录。我们评估了基于VR的康复治疗对平衡和步态、认知双重任务负荷、患者平衡信心(ABC量表)和适用性感知的影响。患者分为神经疾病患者和非神经疾病患者,神经疾病患者又分为五组:帕金森病(PD)、中风后(PS)、多发性硬化症、创伤性脑损伤和“其他情况”。
分析了167例患者的记录。多种VR系统和环境的可用性有助于实现高度个性化的干预措施,根据治疗目标针对特定缺陷进行调整。基于VR的康复显著改善了平衡和步态(通过10米步行测试、定时起立行走测试、伯格平衡量表和简易BESTest进行测量)。PD和PS患者在行走时的双重任务成本降低。患者的平衡信心增强,并认为VR适合康复治疗。
我们的结果表明,基于VR的康复在临床实践中是可行且有效的。基于VR的干预后,平衡和步态的功能指标有显著改善。临床方法应利用VR的优势来促进运动学习和激发积极性。本研究有助于推动向VR的长期临床应用过渡。