Veterans Affairs Puget Sound Health Care System, Seattle, WA, USA; Department of Neurology, University of Washington, Seattle, WA, USA; Department of Neurology, University of Southern California, Los Angeles, CA, USA.
Department of Rehabilitation Medicine, University of Washington, Seattle, WA, USA.
Gait Posture. 2022 Feb;92:442-448. doi: 10.1016/j.gaitpost.2021.12.013. Epub 2021 Dec 11.
Many people with Parkinson disease (PD) experience freezing of gait (FoG), a transient gait disturbance associated with increased fall risk and reduced quality of life. Head-mounted virtual reality (VR) systems allow overground walking and can create immersive simulations of physical environments that induce FoG.
For people with PD who experience FoG (PD+FoG), are kinematic gait changes observed in VR simulations of FoG-provoking environments?
In a cross-sectional experiment, people with PD+FoG walked at their self-selected speed in a physical laboratory and virtual laboratory, doorway, and hallway environments. Motion analysis assessed whole-body kinematics, including lower extremity joint excursions, swing phase toe clearance, trunk flexion, arm swing, sagittal plane inclination angle, and spatiotemporal characteristics. One-way repeated measures analysis of variance was conducted to examine the effects of environment on gait variables, with planned contrasts between laboratory environments and the virtual doorway and hallway.
Twelve participants with PD+FoG (mean age [standard deviation]=72.8 [6.5] years, disease duration=8.8 [8.9] years, 3 females) completed the protocol. The environment had significant and widespread effects on kinematic and spatiotemporal variables. Compared to the physical laboratory, reduced joint excursions were observed in the ankle, knee, and hip when walking in the virtual doorway and in the knee and hip when walking in the virtual hallway. In both the virtual doorway and hallway compared to the physical laboratory, peak swing phase toe clearance, arm swing, and inclination angle were reduced, and walking was slower, with shorter, wider steps.
Virtual doorway and hallway environments induced kinematic changes commonly associated with FoG episodes, and these kinematic changes are consistent with forward falls that are common during FoG episodes. Combined with the flexibility of emerging VR technology, this research supports the potential of VR applications designed to improve the understanding, assessment, and treatment of FoG.
许多帕金森病(PD)患者经历冻结步态(FoG),这是一种与跌倒风险增加和生活质量降低相关的短暂步态障碍。头戴式虚拟现实(VR)系统允许在地面上行走,并能模拟出引起 FoG 的物理环境的沉浸式模拟。
对于患有 FoG(PD+FoG)的 PD 患者,在引发 FoG 的 VR 模拟环境中是否观察到运动学步态变化?
在一项横断面实验中,PD+FoG 患者以自身选择的速度在物理实验室和虚拟实验室、门道和走廊环境中行走。运动分析评估了全身运动学,包括下肢关节运动、摆动阶段脚趾离地间隙、躯干屈曲、手臂摆动、矢状面倾斜角度以及时空特征。采用单向重复测量方差分析来检验环境对步态变量的影响,并对实验室环境与虚拟门道和走廊之间进行了计划对比。
12 名 PD+FoG 患者(平均年龄[标准差]=72.8[6.5]岁,病程[标准差]=8.8[8.9]年,3 名女性)完成了方案。环境对运动学和时空变量有显著和广泛的影响。与物理实验室相比,虚拟门道和走廊中行走时踝关节、膝关节和髋关节的关节运动减少,而虚拟走廊中行走时膝关节和髋关节的关节运动减少。与物理实验室相比,虚拟门道和走廊中峰值摆动阶段脚趾离地间隙、手臂摆动和倾斜角度减小,行走速度较慢,步幅更短、更宽。
虚拟门道和走廊环境引起了与 FoG 发作常见的运动学变化,这些运动学变化与 FoG 发作期间常见的向前跌倒一致。结合新兴 VR 技术的灵活性,这项研究支持旨在改善对 FoG 的理解、评估和治疗的 VR 应用的潜力。