Effects of a virtual reality and treadmill training on gait of subjects with multiple sclerosis: a pilot study

2016 ◽  
Vol 5 ◽  
pp. 91-96 ◽  
Author(s):  
Agnese Peruzzi ◽  
Andrea Cereatti ◽  
Ugo Della Croce ◽  
Anat Mirelman
2021 ◽  
Vol 7 (2) ◽  
pp. 205521732110061
Author(s):  
Michael T. Shaw ◽  
Maria J. Palmeri ◽  
Martin Malik ◽  
Bryan Dobbs ◽  
Leigh E. Charvet

Background People living with multiple sclerosis (MS) experience a high symptom burden that interferes with daily functioning. Virtual reality (VR) is an emerging technology with a range of potential therapeutic applications that may include ameliorating the experience of some common MS symptoms. Objective We tested the feasibility and tolerability of a VR intervention and its preliminary effects on affect. Methods Participants with MS were recruited to complete a pilot study of eight sessions of VR over four weeks. Results A total of n = 16 participants with MS completed the study (age range: 28–63). Feasibility goals were met with 100% of the sample completing at least n = 4/8 of their intervention sessions, with a total of 119/128 (93%) completed sessions. Two of the n = 16 participants experienced brief adverse events (balance, vertigo) but these resolved with headset removal and were not otherwise treatment limiting. There was a preliminary indication of overall improved affect from baseline to intervention end, with significantly improved positive affect ( t(15) = −3.19, p = 0.006) and decreased negative affect ( t(15) = 2.25, p = 0.040). Conclusion VR interventions are feasible, safe, and tolerable for individuals living with MS and may improve affect.


2015 ◽  
Vol 42 ◽  
pp. S4
Author(s):  
Agnese Peruzzi ◽  
Andrea Cereatti ◽  
Roberto Zarbo ◽  
Anat Mirelman ◽  
Ugo Della Croce

Author(s):  
Carla Winter ◽  
Florian Kern ◽  
Dominik Gall ◽  
Marc Erich Latoschik ◽  
Paul Pauli ◽  
...  

Abstract Background The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-immersive presentation (using a monitor) and a conventional treadmill training without VR to assess the usability of both systems and estimate the effects on walking speed and motivation. Methods In a within-subjects study design, 36 healthy participants and 14 persons with MS or stroke participated in each of the three experimental conditions (VR via HMD, VR via monitor, treadmill training without VR). Results For both groups, the walking speed in the HMD condition was higher than in treadmill training without VR and in the monitor condition. Healthy participants reported a higher motivation after the HMD condition as compared with the other conditions. Importantly, no side effects in the sense of simulator sickness occurred and usability ratings were high. No increases in heart rate were observed following the VR conditions. Presence ratings were higher for the HMD condition compared with the monitor condition for both user groups. Most of the healthy study participants (89%) and patients (71%) preferred the HMD-based training among the three conditions and most patients could imagine using it more frequently. Conclusions For the first time, the present study evaluated the usability of an immersive VR system for gait rehabilitation in a direct comparison with a semi-immersive system and a conventional training without VR with healthy participants and patients. The study demonstrated the feasibility of combining a treadmill training with immersive VR. Due to its high usability and low side effects, it might be particularly suited for patients to improve training motivation and training outcome e. g. the walking speed compared with treadmill training using no or only semi-immersive VR. Immersive VR systems still require specific technical setup procedures. This should be taken into account for specific clinical use-cases during a cost–benefit assessment.


Sign in / Sign up

Export Citation Format

Share Document