Rojo Ana, Castrillo Calvillo Arantxa, López Cristina, Raya Rafael, Moreno Juan C
Departamento de Tecnologías de la Información, Escuela Politécnica Superior, Universidad San Pablo-CEU, CEU Universities, Madrid, Spain.
Neural Rehabilitation Group, Spanish National Research Council, Cajal Institute, Madrid, Spain.
JMIR Serious Games. 2024 Jan 4;12:e39286. doi: 10.2196/39286.
New interventions based on motor learning principles and neural plasticity have been tested among patients with ataxia and hemiparesis. Therapies of pedaling exercises have also shown their potential to induce improvements in muscle activity, strength, and balance. Virtual reality (VR) has been demonstrated as an effective tool for improving the adherence to physical therapy, but it is still undetermined if it promotes greater improvements than conventional therapy.
Our objective was to compare the effect on lower limb range of motion (ROM) when using VR technology for cycling exercise versus not using VR technology.
A randomized controlled trial with 20 patients with ataxia and hemiparesis was carried out. The participants were divided into 2 groups: the experimental group (n=10, 50%) performed pedaling exercises using the VR system and the control group (n=10, 50%) performed pedaling exercises without using VR. Measurements of the active and passive ROM of the hip and knee joint were taken before and after a cycling intervention, which consisted of 3 sessions of the same duration but with progressively increasing speeds (4, 5, and 6 km/h). Repeated measures ANOVAs were conducted to compare the preintervention (Ti) and postintervention (Te) assessments within each group. Additionally, the improvement effect of using the VR system was analyzed by comparing the variation coefficient (Δ = 1 - [Te / Ti]) between the preintervention and postintervention assessments for each group. Group comparisons were made using independent 1-tailed t tests.
Significant improvements were shown in active left hip flexion (P=.03) over time, but there was no group-time interaction effect (P=.67). Passive left hip flexion (P=.93) did not show significant improvements, and similar results were observed for active and passive right hip flexion (P=.39 and P=.83, respectively). Neither assessments of knee flexion (active left: P=.06; passive left: P=.76; active right: P=.34; passive right: P=.06) nor knee extension showed significant changes (active left: P=.66; passive left: P=.92; active right: P=.12; passive right: P=.38). However, passive right knee extension (P=.04) showed a significant improvement over time. Overall, although active and passive ROM of the knee and hip joints showed a general improvement, no statistically significant differences were found between the groups.
In this study, participants who underwent the cycling intervention using the VR system showed similar improvement in lower limb ROM to the participants who underwent conventional training. Ultimately, the VR system can be used to engage participants in physical activity.
基于运动学习原理和神经可塑性的新干预措施已在共济失调和偏瘫患者中进行了测试。蹬踏练习疗法也已显示出其在改善肌肉活动、力量和平衡方面的潜力。虚拟现实(VR)已被证明是提高物理治疗依从性的有效工具,但它是否比传统疗法能带来更大改善仍未确定。
我们的目的是比较使用VR技术进行骑行运动与不使用VR技术对下肢活动范围(ROM)的影响。
对20名共济失调和偏瘫患者进行了一项随机对照试验。参与者被分为两组:实验组(n = 10,50%)使用VR系统进行蹬踏练习,对照组(n = 10,50%)不使用VR进行蹬踏练习。在由3节相同时长但速度逐渐增加(4、5和6公里/小时)的骑行干预前后,对髋关节和膝关节的主动和被动ROM进行测量。进行重复测量方差分析以比较每组干预前(Ti)和干预后(Te)的评估。此外,通过比较每组干预前和干预后评估的变异系数(Δ = 1 - [Te / Ti])来分析使用VR系统的改善效果。使用独立单尾t检验进行组间比较。
随着时间的推移,主动左髋关节屈曲有显著改善(P =.03),但没有组 - 时间交互效应(P =.67)。被动左髋关节屈曲(P =.93)没有显示出显著改善,主动和被动右髋关节屈曲也有类似结果(分别为P =.39和P =.83)。膝关节屈曲(主动左:P =.06;被动左:P =.76;主动右:P =.34;被动右:P =.06)和膝关节伸展的评估均未显示出显著变化(主动左:P =.66;被动左:P =.92;主动右:P =.12;被动右:P =.38)。然而,被动右膝关节伸展(P =.04)随着时间的推移有显著改善。总体而言,尽管膝关节和髋关节的主动和被动ROM普遍有所改善,但两组之间未发现统计学上的显著差异。
在本研究中,使用VR系统进行骑行干预的参与者在下肢ROM方面的改善与接受传统训练的参与者相似。最终,VR系统可用于让参与者参与体育活动。