Federal University of Rio Grande Do Norte, Faculty of Health Sciences of Trairi, Santa Cruz, RN, Brazil.
Federal University of Rio Grande Do Norte, Digital Metropolis Institute, Natal, RN, Brazil.
J Bodyw Mov Ther. 2021 Jan;25:53-60. doi: 10.1016/j.jbmt.2020.10.015. Epub 2020 Oct 26.
Stroke is the leading cause of long-term disability in adults, causing residual sensorimotor deficits in many survivors. Patients may have different impairments according to laterality of injury, as well as different responses to some therapies.
This preliminary study sought to investigate motor learning in rehabilitation of stroke patients with non-immersive virtual environment by process (electroencephalography) and product (performance) measures in stroke patients with left and right cerebral hemispheres damage.
The study included 10 chronic stroke patients; 5 with left brain injury (LI), mean age 48.8 years (±4.76), and 5 with right brain injury (RI), mean age 52 years (±10.93). Patients were evaluated for electroencephalographic activity (alpha and beta frequencies) and performance (absolute error) in a darts game on XBOX Kinect (Microsoft®). Then they underwent a virtual darts game training task, 12 sessions for 4 weeks (acquisition stage). After training, they were revaluated (long-term retention).
RI group increased alpha power and decreased beta in ipsilesional areas, increased activation on left hemisphere and decreased the absolute error of performance; LI group increased right hemisphere activation and did not decrease the absolute error.
Patients with right brain injury reduce neural effort and errors after virtual darts training, which did not happen to patients with left brain injury. Therefore, the laterality of lesion should be considered in studies that use virtual reality for stroke rehabilitation.
中风是成年人长期残疾的主要原因,导致许多幸存者存在残留的感觉运动缺陷。根据损伤的侧别以及对某些治疗的不同反应,患者可能存在不同的障碍。
本初步研究旨在通过过程(脑电图)和产品(表现)测量,调查非沉浸式虚拟环境下中风患者康复中的运动学习,研究对象为左、右脑半球损伤的中风患者。
本研究纳入 10 例慢性中风患者;左脑损伤(LI)患者 5 例,平均年龄 48.8 岁(±4.76),右脑损伤(RI)患者 5 例,平均年龄 52 岁(±10.93)。患者在 XBOX Kinect(微软®)上接受飞镖游戏的脑电图活动(α和β频率)和表现(绝对误差)评估。然后,他们接受了为期 4 周(获得阶段)的 12 次虚拟飞镖游戏训练任务。训练后,对他们进行重新评估(长期保持)。
RI 组同侧区域的α功率增加,β减少,左半球的激活增加,表现的绝对误差减少;LI 组右半球的激活增加,而表现的绝对误差没有减少。
右脑损伤患者在虚拟飞镖训练后减少了神经努力和错误,而左脑损伤患者则没有。因此,在使用虚拟现实进行中风康复的研究中,应考虑病变的侧别。