Munari Daniele, von Wartburg Angela, Garcia-Marti Veronica G, Zadravec Matjaž, Matjačić Zlatko, Veneman Jan F
Hocoma Medical GmbH, 8604 Volketswil, Switzerland.
Research and Development Unit, University Rehabilitation Institute Republic of Slovenia, 1000 Ljubljana, Slovenia.
Brain Sci. 2024 Oct 2;14(10):1002. doi: 10.3390/brainsci14101002.
Immersive virtual reality has the potential to motivate and challenge patients who need and want to relearn movements in the process of neurorehabilitation.
The aim of this study was to evaluate the feasibility and user acceptance of an innovative immersive virtual reality system (head-mounted display) used in combination with robot-assisted gait training in subjects suffering from neurological diseases.
Fifteen participants suffering from cerebrovascular accident or spinal cord injury completed a single session of immersive virtual reality using a head-mounted display during a Lokomat gait session. Training parameters and safety indicators were collected, and acceptance was investigated among participants and therapists.
The results suggest that an immersive virtual reality system is feasible in terms of safety and tolerance. Furthermore, the very positive overall acceptance of the system suggests that it has the potential to be included in a robot-assisted gait training session using Lokomat.
Overall, this study demonstrates that a fully immersive virtual reality system based on a head-mounted display is both feasible and well received by cerebrovascular accident and spinal cord injury patients and their therapists during robot-assisted gait training. This study suggests that such a virtual reality system could be a viable alternative to the screen-based training games currently used in neurorehabilitation. It may be especially suitable for enhancing patient motivation and adherence to training, particularly if the application is enjoyable and not mentally taxing.
沉浸式虚拟现实有潜力激励和挑战那些在神经康复过程中需要且想要重新学习运动的患者。
本研究旨在评估一种创新的沉浸式虚拟现实系统(头戴式显示器)与机器人辅助步态训练相结合,用于神经系统疾病患者的可行性和用户接受度。
15名患有脑血管意外或脊髓损伤的参与者在Lokomat步态训练期间使用头戴式显示器完成了一次沉浸式虚拟现实训练。收集了训练参数和安全指标,并对参与者和治疗师的接受度进行了调查。
结果表明,沉浸式虚拟现实系统在安全性和耐受性方面是可行的。此外,该系统总体上得到了非常积极的接受,这表明它有可能被纳入使用Lokomat的机器人辅助步态训练课程中。
总体而言,本研究表明,基于头戴式显示器的完全沉浸式虚拟现实系统在机器人辅助步态训练期间,对于脑血管意外和脊髓损伤患者及其治疗师来说既可行又受欢迎。本研究表明,这样的虚拟现实系统可能是目前神经康复中使用的基于屏幕的训练游戏的可行替代方案。它可能特别适合提高患者的训练动机和依从性,特别是如果该应用有趣且不会造成精神负担。