Pau Massimiliano, Porta Micaela, Bertoni Rita, Mattos Fabiola Giovanna Mestanza, Cocco Eleonora, Cattaneo Davide
Department of Mechanical, Chemical and Materials Engineering, University of Cagliari, Piazza d'Armi, Cagliari 09123, Italy.
Department of Mechanical, Chemical and Materials Engineering, University of Cagliari, Piazza d'Armi, Cagliari 09123, Italy.
Mult Scler Relat Disord. 2023 Jan;69:104455. doi: 10.1016/j.msard.2022.104455. Epub 2022 Dec 5.
Although the use of Virtual Reality (VR) has received increasing interest as an add-on treatment in neurorehabilitation programs in the last fifteen years, there is scarce information about the effectiveness of fully immersive VR-based treatments on upper limb (UL) motor function in people with Multiple Sclerosis (PwMS).
In this bicentric 2-period interventional crossover study, 19 PwMS with moderate to severe disability (mean EDSS score 5.5) and relevant UL impairment underwent 12 immersive-VR sessions over a period of 4 weeks, using commercially available VR platform (Oculus Quest) and games (Fruit Ninja, Beat Saber and Creed - Rise to Glory). Possible changes associated with the treatment were objectively assessed through instrumental kinematic analysis of the "hand-to-mouth" (HTM) movement by means of optical motion capture system. Clinical tests to assess gross and fine manual dexterity (i.e., the Box and Blocks and Nine Hole Peg Test) were also administered.
The results of the kinematic analysis suggest that the VR training positively impacted the ability of the tested PwMS to perform the HTM task. In particular, a significant reduction of the overall time required to complete the task of approximately 20% for both most and least affected limb, and an improved degree of precision and stability of the movement, as indicated by the reduced value of adjusting sway, especially for the most affected limb (-60%).
Based on the results of the quantitative analysis, a 4-week treatment with immersive VR is able to improve speed and stability of the HTM movement in PwMS. This suggests that such an approach might be considered suitable to facilitate an immediate transfer of the possible positive effects associated with the training to common activities of daily living.
在过去十五年中,虚拟现实(VR)作为神经康复项目中的一种辅助治疗手段,受到了越来越多的关注。然而,关于完全沉浸式VR治疗对多发性硬化症患者(PwMS)上肢(UL)运动功能有效性的信息却很少。
在这项双中心、两阶段的介入性交叉研究中,19名中度至重度残疾(平均扩展残疾状态量表评分为5.5)且上肢有相关损伤的PwMS患者,在4周内使用市售VR平台(Oculus Quest)和游戏(《水果忍者》《节奏光剑》和《信条:荣耀崛起》)进行了12次沉浸式VR训练。通过光学运动捕捉系统对“手到嘴”(HTM)动作进行仪器运动学分析,客观评估与治疗相关的可能变化。还进行了评估手部粗大和精细灵巧性的临床测试(即方块搭积木测试和九孔插板测试)。
运动学分析结果表明,VR训练对受试PwMS患者执行HTM任务的能力产生了积极影响。特别是,对于受影响最大和最小的肢体,完成任务所需的总时间显著减少了约20%,并且运动的精度和稳定性有所提高,调整摆动值降低表明了这一点,尤其是受影响最大的肢体(-60%)。
基于定量分析结果,为期4周的沉浸式VR治疗能够提高PwMS患者HTM动作的速度和稳定性。这表明这种方法可能被认为适合促进将训练可能产生的积极效果立即转化为日常常见活动。