IRCSS Fondazione Don Carlo Gnocchi, Via Capecelatro 66, Milano 20148, Italy.
Department of Pathophysiology and Transplantation, Università degli Studi di Milano, Milan 20100, Italy.
Mult Scler Relat Disord. 2022 Sep;65:104004. doi: 10.1016/j.msard.2022.104004. Epub 2022 Jun 30.
Upper limb dysfunctions are common in people with multiple sclerosis (PwMS) and lead to limitations in activities of daily living. In this study, we investigated the feasibility and effects of an immersive commercial virtual reality system for upper limb bilateral rehabilitation.
A total of 20 participants were included in a cross over study with two arm sequences: Treatment-Waiting List (T-WL; N = 9) and Waiting List-Treatment (WT-T; N = 11). T-WL sequence performed 12 sessions of bilateral UL rehabilitation over a 4-week period, based on the use of a commercially VR immersive platform (Oculus Rift), followed by a 4-week wash-out period and a 4-week waiting list period. WL-T sequence followed the protocol in the reverse order. Participants were tested at baseline (T0), after the end of the first 4-week period (T1), at the end of the wash-out period and finally at the end of the third 4-week period (T2). The primary outcome was the Box and Blocks test (BBT). Secondary outcome measures were: Nine Hole Peg Test (NHPT), Maximal isometric handgrip strength, Manual Ability Measure-36 (MAM-36), Modified Fatigue Impact Scale (MFIS), and the System Usability Scale (SUS). In absence of carryover effects, we analyzed primary and secondary outcome measures with mixed linear effect models. Treatment efficacy was assessed on the within-subject differences. Specifically, we used the intra-individual differences at the end of treatment and waiting-list periods (T1 and T2) as dependent variables and sequences (T-WL or WL-T) as independent variable. In presence of carryover effects (p-value <0.05), we assessed between sequence differences by an unpaired t-test considering T0 and T1 as time points, and sequence as group factor.
We observed clinical and statistical improvements for BBT, with an overall between-sequence difference of 8.6 ± 2.6 blocks (p < 0.01) favoring treatment period in the less affected side, and a not significant change of 3.0 ± 2.6 blocks (p = 0.28) in the most affected side. Small and not significant between-sequence differences were found for 9HPT, and handgrip strength in both sides. Similarly, no differences were found for patient reported outcomes, MFIS and MAM-36. Finally, mean SUS score was 45.9 ± 11.1 points, representing a moderate usability of the system.
An immersive VR-based approach resulted useful to improve gross manual dexterity in the less affected limb in PwMS. However, such improvement did not translate into modifications in terms of self-reported ability to carry out activities of daily living nor went along with improvement in fine hand dexterity, strength or fatigue. Finally, usability of this technology was overall judged moderate, with lower scores assigned to items representing user-friendliness.
上肢功能障碍在多发性硬化症患者(PwMS)中很常见,导致日常生活活动受限。在这项研究中,我们研究了沉浸式商业虚拟现实系统用于上肢双侧康复的可行性和效果。
共有 20 名参与者参与了一项交叉研究,分为两个手臂序列:治疗-等待名单(T-WL;N=9)和等待名单-治疗(WT-T;N=11)。T-WL 序列在 4 周的时间内进行 12 次双侧 UL 康复,基于使用商业 VR 沉浸式平台(Oculus Rift),随后进行 4 周的洗脱期和 4 周的等待名单期。WL-T 序列按相反的顺序进行。参与者在基线(T0)、第一个 4 周结束时(T1)、洗脱期结束时以及最后一个 4 周结束时(T2)进行测试。主要结果是箱和块测试(BBT)。次要结果测量指标包括:九孔钉测试(NHPT)、最大等长握力、手动能力测量-36(MAM-36)、改良疲劳影响量表(MFIS)和系统可用性量表(SUS)。在不存在交叉效应的情况下,我们使用混合线性效应模型分析了主要和次要结果测量指标。治疗效果是根据个体内差异评估的。具体来说,我们将治疗和等待名单期间(T1 和 T2)结束时的个体内差异作为因变量,并将序列(T-WL 或 WL-T)作为自变量。在存在交叉效应(p 值<0.05)的情况下,我们通过未配对 t 检验评估序列之间的差异,考虑 T0 和 T1 作为时间点,序列作为组因素。
我们观察到 BBT 的临床和统计学改善,在受影响较小的一侧,总体序列间差异为 8.6±2.6 块(p<0.01),有利于治疗期,在受影响较大的一侧,无显著变化 3.0±2.6 块(p=0.28)。在 9HPT 和双侧握力方面,也发现了较小且无显著的序列间差异。同样,患者报告的结果、MFIS 和 MAM-36 没有差异。最后,平均 SUS 得分为 45.9±11.1 分,代表系统具有中等可用性。
基于沉浸式 VR 的方法有助于改善 PwMS 受影响较小侧的上肢粗大运动灵活性。然而,这种改善并没有转化为日常生活活动自我报告能力的改变,也没有改善精细手部灵活性、力量或疲劳。最后,这项技术的可用性总体上被认为是中等的,用户友好性方面的评分较低。