scholarly journals Biomechanical and human behavior assessment using virtual reality to challenge balance and posture for the elderly and patients with Parkinson’s disease

2017 ◽  
Vol 20 (sup1) ◽  
pp. S141-S142
Author(s):  
F. Muhla ◽  
F. Clanché ◽  
C. Rose ◽  
A. Cosson ◽  
G. Gauchard
Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4825
Author(s):  
Pablo Campo-Prieto ◽  
Gustavo Rodríguez-Fuentes ◽  
José Mª Cancela-Carral

Video games have proven useful in physical rehabilitation therapy. Accessibility, however, is limited for some groups such as the elderly or patients with Parkinson’s disease (PD). We explore the potential of fully immersive video games as a rehabilitation tool in PD patients. Four patients with mild-moderate PD (3 males:1 female, 53–71 years) participated in the study. Training consisted in two immersive virtual reality video gaming sessions. Outcomes were evaluated using System Usability Scale (SUS), Simulator Sickness Questionnaire (SSQ), Game Experience Questionnaire-post game (GEQ), an ad hoc satisfaction questionnaire and perceived effort. All participants completed the sessions without adverse effects (100%), without SSQ symptoms reported. Post-gaming SUS was >75% in both sessions (range 75–80%). Post-gaming GEQ scores were 3.3–4.0/4 in both sessions. Immersive virtual reality video gaming is feasible in patients with mild-moderate PD, with positive usability and patient satisfaction, and no adverse effects.


PLoS ONE ◽  
2012 ◽  
Vol 7 (1) ◽  
pp. e30021 ◽  
Author(s):  
Pablo Arias ◽  
Verónica Robles-García ◽  
Gabriel Sanmartín ◽  
Julian Flores ◽  
Javier Cudeiro

2021 ◽  
pp. 1-9
Author(s):  
Travis H. Turner ◽  
Alexandra Atkins ◽  
Richard S.E. Keefe

Background: Cognitive impairment is common in Parkinson’s disease (PD) and highly associated with loss of independence, caregiver burden, and assisted living placement. The need for cognitive functional capacity tools validated for use in PD clinical and research applications has thus been emphasized in the literature. The Virtual Reality Functional Capacity Assessment Tool (VRFCAT-SL) is a tablet-based instrument that assesses proficiency for performing real world tasks in a highly realistic environment. Objective: The present study explored application of the VRFCAT-SL in clinical assessments of patients with PD. Specifically, we examined associations between VRFCAT-SL performance and measures of cognition, motor severity, and self-reported cognitive functioning. Methods: The VRFCAT-SL was completed by a sample of 29 PD patients seen in clinic for a comprehensive neuropsychological evaluation. Fifteen patients met Movement Disorders Society Task Force criteria for mild cognitive impairment (PD-MCI); no patients were diagnosed with dementia. Non-parametric correlations between VRFCAT-SL performance and standardized neuropsychological tests and clinical measures were examined. Results: VRFCAT-SL performance was moderately associated with global rank on neuropsychological testing and discriminated PD-MCI. Follow-up analyses found completion time was associated with visual memory, sustained attention, and set-switching, while errors were associated with psychomotor inhibition. No clinical or motor measures were associated with VRFCAT-SL performance. Self-report was not associated with VRFCAT-SL or neuropsychological test performance. Conclusion: The VRFCAT-SL appears to provide a useful measure of cognitive functional capacity that is not confounded by PD motor symptoms. Future studies will examine utility in PD dementia.


2021 ◽  
pp. 026921552199517
Author(s):  
Runze Li ◽  
Yanran Zhang ◽  
Yunxia Jiang ◽  
Mengyao Wang ◽  
Wei How Darryl Ang ◽  
...  

Objective: To examine the effectiveness of rehabilitation training based on virtual reality in improving balance, quality of life, activities of daily living, and depressive symptoms of patients with Parkinson’s disease. Data sources: PubMed, EMBASE, CINAHL, Scopus, Cochrane Library, PsycINFO, ProQuest, Physiotherapy Evidence Database, IEEE Xplore, China National Knowledge Infrastructure, Wanfang, and VIP Information databases were searched from their inception to October 15, 2020. Trial registries, gray literature, and target journals were also searched. Methods: Eligible randomized controlled trials included studies with patients with Parkinson’s disease in rehabilitation training based on virtual reality. Comprehensive Meta-Analysis 3.0 software was used. Physiotherapy Evidence Database Scale and the Grading of Recommendation, Assessment, Development, and Evaluation system were used to assess the methodological quality of individual trials and the overall quality of the evidence, respectively. Results: A total of 22 randomized controlled trials with 836 patients were included. Meta-analysis revealed that training significantly improved balance ( g = 0.66, P < 0.001), quality of life ( g = 0.28, P = 0.015), activities of daily living ( g = 0.62, P < 0.001), and depressive symptoms ( g = 0.67, P = 0.021) compared to the control group. Subgroup analysis indicated that training should utilize video game consoles. Meta-regression analyses showed that age, sessions, and frequency of training had statistically significant impacts on balance scores. Quality of individual trials was high and overall evidence ranged from very low to low. Conclusion: Virtual rehabilitation training could be adopted in healthcare institutions as supplementary training for patients with Parkinson’s disease.


1992 ◽  
Vol 37 (4) ◽  
pp. 112-115 ◽  
Author(s):  
W.C.S. Smith ◽  
W.J. Mutch

Parkinson's disease is a common and disabling condition which principally affects the elderly. The time and space distribution of Parkinson's disease has been examined to determine if it provides clues as to aetiology and factors affecting its distribution. Previous studies have used mortality data,1 data from epidemiological studies,2 and pre scribing information particularly with regard to the use of levodopa.3 These studies have looked within countries and between countries.


2020 ◽  
Vol 28 ◽  
pp. 1-8
Author(s):  
Jessika Mehret Fiusa ◽  
Jociléia Wilseque Zamboni

Introdução: A Doença de Parkinson (DP) consiste uma afecção neurológica progressiva, caracterizada pela degeneração do sistema nervoso central. Entre as técnicas de tratamento utilizadas na DP, a realidade virtual (RV) é utilizada com o intuito de realizar simulações interativas em tempo real. Objetivo: O objetivo deste estudo foi verificar as técnicas mais utilizadas pelos pesquisadores atualmente na realidade virtual sobre a doença de Parkinson. Método: A revisão bibliográfica foi elaborada através da pesquisa nas bases Scielo, Bireme, Google scholar, PEdro e Cochrane, publicados no período de 2018 e 2019 com as palavras-chave virtual reality and Parkinson's disease. Resultados: Foram utilizados 7 artigos, onde o maior interesse dos pesquisadores foi saber se a RV é melhor do que o tratamento convencional e qual equipamento tem maior eficácia. Os métodos de avaliação foram variados, incluindo testes de marcha, mobilidade, cognição e qualidade de vida. Utilizaram amostra em média de 28,7 indivíduos com tempo de tratamento médio de 12,6 sessões. A técnica de realidade virtual foi capaz de obter 85% de eficácia para os pacientes com DP. Conclusão: A realidade virtual é um conceituado método de tratamento para a doença de Parkinson. Sugere-se a realização de pesquisas sobre a resposta da doença no momento em que o paciente será inserido ao ambiente real.


Brain ◽  
2000 ◽  
Vol 123 (12) ◽  
pp. 2569-2571
Author(s):  
D. M. W. I. M. Horstink

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