Mirror therapy stroke rehabilitation using an immersive virtual reality headset with people who have a weakness or impairment in one of their hands

2021 ◽  
Author(s):  
Chris Heinrich ◽  
Holger Regenbrecht
2017 ◽  
Vol 2017 ◽  
pp. 1-12 ◽  
Author(s):  
Maram AlMousa ◽  
Hend S. Al-Khalifa ◽  
Hana AlSobayel

Stroke rehabilitation plays an important role in recovering the lifestyle of stroke survivors. Although existing research proved the effectiveness and engagement of nonimmersive virtual reality- (VR-) based rehabilitation systems, limited research is available on the applicability of fully immersive VR-based rehabilitation systems. In this paper, we present the elicited requirements of a fully immersive VR-based rehabilitation system that will be designed for domestic upper limb stroke patients; we will also provide an initial conceptual prototype of the proposed system.


2019 ◽  
Vol 98 (9) ◽  
pp. 783-788 ◽  
Author(s):  
Lynne M. Weber ◽  
Dawn M. Nilsen ◽  
Glen Gillen ◽  
Jin Yoon ◽  
Joel Stein

2016 ◽  
Vol 15 (10) ◽  
pp. 1019-1027 ◽  
Author(s):  
Gustavo Saposnik ◽  
Leonardo G Cohen ◽  
Muhammad Mamdani ◽  
Sepideth Pooyania ◽  
Michelle Ploughman ◽  
...  

Neurology ◽  
2018 ◽  
Vol 91 (5) ◽  
pp. e479-e489 ◽  
Author(s):  
Marco Solcà ◽  
Roberta Ronchi ◽  
Javier Bello-Ruiz ◽  
Thomas Schmidlin ◽  
Bruno Herbelin ◽  
...  

ObjectivesTo develop and test a new immersive digital technology for complex regional pain syndrome (CRPS) that combines principles from mirror therapy and immersive virtual reality and the latest research from multisensory body processing.MethodsIn this crossover double-blind study, 24 patients with CRPS and 24 age- and sex-matched healthy controls were immersed in a virtual environment and shown a virtual depiction of their affected limb that was flashing in synchrony (or in asynchrony in the control condition) with their own online detected heartbeat (heartbeat-enhanced virtual reality [HEVR]). The primary outcome measures for pain reduction were subjective pain ratings, force strength, and heart rate variability (HRV).ResultsHEVR reduced pain ratings, improved motor limb function, and modulated a physiologic pain marker (HRV). These significant improvements were reliable and highly selective, absent in control HEVR conditions, not observed in healthy controls, and obtained without the application of tactile stimulation (or movement) of the painful limb, using a readily available biological signal (the heartbeat) that is most often not consciously perceived (thus preventing placebo effects).ConclusionsNext to these specific and well-controlled analgesic effects, immersive HEVR allows the application of prolonged and repeated doses of digital therapy, enables the automatized integration with existing pain treatments, and avoids application of painful bodily cues while minimizing the active involvement of the patient and therapist.Classification of evidenceThis study provides Class III evidence that HEVR reduces pain and increases force strength in patients with CRPS.


Trials ◽  
2021 ◽  
Vol 22 (1) ◽  
Author(s):  
Huihui Cai ◽  
Tao Lin ◽  
Lina Chen ◽  
Huidan Weng ◽  
Ruihan Zhu ◽  
...  

Abstract Background The high incidence of cerebral apoplexy makes it one of the most important causes of adult disability. Gait disorder is one of the hallmark symptoms in the sequelae of cerebral apoplexy. The recovery of walking ability is critical for improving patients’ quality of life. Innovative virtual reality technology has been widely used in post-stroke rehabilitation, whose effectiveness and safety have been widely verified. To date, however, there are few studies evaluating the effect of immersive virtual reality on stroke-related gait rehabilitation. This study outlines the application of immersive VR-assisted rehabilitation for gait rehabilitation of stroke patients for comparative evaluation with traditional rehabilitation. Methods The study describes a prospective, randomized controlled clinical trial. Thirty-six stroke patients will be screened and enrolled as subjects within 1 month of initial stroke and randomized into two groups. The VRT group (n = 18) will receive VR-assisted training (30 min) 5 days/week for 3 weeks. The non-VRT group (n = 18) will receive functional gait rehabilitation training (30 min) 5 days/week for 3 weeks. The primary outcomes and secondary outcomes will be conducted before intervention, 3 weeks after intervention, and 6 months after intervention. The primary outcomes will include time “up & go” test (TUGT). The secondary outcomes will include MMT muscle strength grading standard (MMT), Fugal-Meyer scale (FMA), motor function assessment scale (MAS), improved Barthel index scale (ADL), step with maximum knee angle, total support time, step frequency, step length, pace, and stride length. Discussion Virtual reality is an innovative technology with broad applications, current and prospective. Immersive VR-assisted rehabilitation in patients with vivid treatment scenarios in the form of virtual games will stimulate patients’ interest through active participation. The feedback of VR games can also provide patients with performance awareness and effect feedback, which could be incentivizing. This study may reveal an improved method of stroke rehabilitation which can be helpful for clinical decision-making and future practice. Trial registration Chinese Clinical Trial Registry ChiCTR1900025375. Registered on 25 August 2019


Sign in / Sign up

Export Citation Format

Share Document