HAVAE Laboratory, UR20217, University of Limoges, F-87000 Limoges, France.
Department of Physical Medicine and Rehabilitation, University Hospital Center of Limoges, F-87000 Limoges, France.
Medicina (Kaunas). 2022 Dec 7;58(12):1805. doi: 10.3390/medicina58121805.
Background and objective: Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for non-ambulatory stroke patients when combined with robot-assisted gait training (RAGT). We have developed a new, fully immersive VR application for RAGT, which can be used with a head-mounted display and wearable sensors providing real-time gait motion in the virtual environment. The aim of this study was to validate the use of this new device and assess the onset of cybersickness in healthy participants before testing the device in stroke patients. Materials and Methods: Thirty-seven healthy participants were included and performed two sessions of RAGT using a fully immersive VR device. They physically walked with the Gait Trainer for 20 min in a virtual forest environment. The occurrence of cybersickness, sense of presence, and usability of the device were assessed with three questionnaires: the Simulator Sickness Questionnaire (SSQ), the Presence Questionnaire (PQ), and the System Usability Scale (SUS). Results: All of the participants completed both sessions. Most of the participants (78.4%) had no significant adverse effects (SSQ < 5). The sense of presence in the virtual environment was particularly high (106.42 ± 9.46). Participants reported good usability of the device (86.08 ± 7.54). Conclusions: This study demonstrated the usability of our fully immersive VR device for gait rehabilitation and did not lead to cybersickness. Future studies should evaluate the same parameters and the effectiveness of this device with non-ambulatory stroke patients.
康复时间和主动参与对于脑卒中发病后早期的步态康复至关重要。虚拟现实(VR)是一种创新工具,可提供引人入胜且充满乐趣的环境,与机器人辅助步态训练(RAGT)结合使用时,可提高非偏瘫脑卒中患者的内在动机和更高的主动参与度。我们开发了一种新的、完全沉浸式的 VR 应用程序,用于 RAGT,可与头戴式显示器和可穿戴传感器一起使用,为虚拟环境中的实时步态运动提供支持。本研究的目的是验证该新型设备的使用,并在对脑卒中患者进行测试之前,评估其在健康参与者中引发晕动病的情况。
共纳入 37 名健康参与者,使用完全沉浸式 VR 设备进行了两次 RAGT 训练。他们在虚拟森林环境中使用步态训练器物理行走 20 分钟。使用三个问卷评估晕动病的发生、存在感和设备的可用性:模拟器晕动病问卷(SSQ)、存在感问卷(PQ)和系统可用性量表(SUS)。
所有参与者均完成了两次训练。大多数参与者(78.4%)没有明显的不良反应(SSQ<5)。参与者对虚拟环境中的存在感评价很高(106.42±9.46)。参与者报告该设备具有良好的可用性(86.08±7.54)。
本研究表明,我们的完全沉浸式 VR 设备用于步态康复是可行的,且不会导致晕动病。未来的研究应评估相同的参数,并评估该设备对非偏瘫脑卒中患者的有效性。