Case Report: Embodied Virtual Reality Mirror Visual Feedback for an Adult with Cerebral Palsy (Preprint)

2020 ◽  
Author(s):  
Kim Bullock ◽  
Julie Muccini ◽  
Helen Bronte Stewart ◽  
Jeremy Bailenson ◽  
Margot Paul ◽  
...  

BACKGROUND Virtual reality-assisted physical therapy is a promising treatment for children with cerebral palsy. However, thus far, it has not been used for adult patients. OBJECTIVE The following case report examines the safety and feasibility of customized virtual reality interventions for an adult patient with cerebral palsy who was experiencing right sided pain, weakness, dystonias. METHODS This research included two phases of intervention, which were based on the principles of mirror visual feedback, occasionally termed “mirror box therapy.” The patient used self-report rating scales to monitor anxiety and depression levels, as well as provided verbal feedback regarding pain levels. RESULTS The treatments were well tolerated, and the patient reported improved function in the injured limb. However, the duration of pain relief was only 2–4 days between sessions, causing the patient to require ongoing in office virtual reality treatments. CONCLUSIONS The implications of these findings for the future treatment of such patients are discussed.

2020 ◽  
Author(s):  
Margot Paul ◽  
Kim Bullock ◽  
Jeremy Bailenson

BACKGROUND Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. OBJECTIVE The following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. METHODS The participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. RESULTS The intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). CONCLUSIONS The implications of these findings for future research are discussed. CLINICALTRIAL ClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316


10.2196/24331 ◽  
2020 ◽  
Vol 7 (11) ◽  
pp. e24331
Author(s):  
Margot Paul ◽  
Kim Bullock ◽  
Jeremy Bailenson

Background Major depressive disorder (MDD) is a global problem with an increasing incidence and prevalence. There has additionally been an increase in depression due to the COVID-19 pandemic. Behavioral activation is considered an evidence-based treatment for MDD. However, there are many barriers that could hinder one’s ability to engage in behavioral activation, with COVID-19 “shelter-in-place” and social distancing orders being current and large impediments. Virtual reality (VR) has been successfully used to help treat a variety of mental health conditions, but it has not yet been used as a method of administering behavioral activation to a clinical population. Using VR to engage in behavioral activation could eliminate barriers that pandemic precautions place and help decrease symptoms of depression that are especially exacerbated in these times. Objective The following case report examines the feasibility, acceptability, and tolerability of VR behavioral activation for an adult with MDD during a global pandemic. This participant was part of a larger pilot study, and the case serves as a description of the VR intervention. Methods The participant engaged in a weekly 50-minute psychotherapy Zoom session for 4 weeks, in which a modified behavioral activation protocol was administered using a VR headset to simulate activities. Data on mood ratings, homework compliance, and headset use were obtained from the headset. Acceptability, tolerability, and depression symptoms were obtained using self-report rating scales. Results The intervention was feasible, acceptable, and tolerable, as reported by this participant. The participant’s depressive symptoms decreased by five-points on the Patient Health Questionnaire-9 over a month, with a beginning score of 10 (moderate depression) and a final score of 5 (mild depression). Conclusions The implications of these findings for future research are discussed. Trial Registration ClinicalTrials.gov NCT04268316; http://clinicaltrials.gov/ct2/show/NCT04268316


2021 ◽  
Vol 9 (2) ◽  
pp. 59
Author(s):  
Kim Bullock ◽  
Andrea Stevenson Won ◽  
Jeremy Bailenson ◽  
Julie Muccini ◽  
Margot Paul ◽  
...  

10.5772/51139 ◽  
2012 ◽  
Author(s):  
Kenji Sato ◽  
Satoshi Fukumori ◽  
Kantaro Miyake ◽  
Daniel Obata ◽  
Akio Gofuku ◽  
...  

Author(s):  
Arūnė Dūdaitė ◽  
Vilma Juodžbalienė

Research background. Virtual reality and visual feedback improve motor performance, motor function and balance, so we want to fnd if it affects the function of legs and balance of children with spastic hemiplegia. Research aim was to establish if the use of virtual reality and visual feedback with traditional physiotherapy improve the function of legs and balance of children with cerebral palsy. Methods. Nine children with cerebral palsy participated in the research. Participants were randomly divided into two groups – virtual reality group (n = 6) and control (n = 3). Virtual reality group practised exergaming and stretching exercises for 10 weeks, twice a week. Control group practiced conventional physiotherapy and stretching exercises for 6 weeks, twice a week. We measured the range of motion of the lower limb, spasticity of the lower limb using Modifed Ashworth’o Scale, static, dynamic balance, trunk coordination using Trunk Impairment Scale at the start and the end of the research, and balance using Pediatric Balance Scale. Results. Virtual reality and visual feedback reduced the spasticity of the lower limb, improved balance and postural control for children with cerebral palsy, but it did not improve the range of motion of the lower limb of children with cerebral palsy. Conclusions. Virtual reality and visual feedback did not improve the range of motion of the lower limb of children with cerebral palsy. Virtual reality and visual feedback reduced spasticity of the lower limb, improved balance and postural control for children with cerebral palsy.Keywords. Cerebral palsy, virtual reality, visual feedback, postural control, muscle architecture.


2019 ◽  
Author(s):  
Andrea Stevenson Won ◽  
Ariana C Barreau ◽  
Mark Gaertner ◽  
Tristan Stone ◽  
Joshua Zhu ◽  
...  

BACKGROUND Complex Regional Pain Syndrome (CRPS) is a rare and severe chronic pain condition, with effective treatment options not established for many patients. The underlying pathophysiology is still unclear, but there is a growing appreciation for the role of central mechanisms which have formed the basis for brain based therapies such as transcranial magnetic stimulation and mirror visual feedback (MVF). MVF has been deployed in the treatment of Complex Regional Pain Syndrome (CRPS) using both conventional mirrors and virtual reality (VR). OBJECTIVE To further investigate the use of both conventional mirrors and virtual reality (VR) in the treatment of chronic unilateral upper limb Complex Regional Pain Syndrome (CRPS) patients. Virtual reality has the potential advantage of more flexible and more motivating tasks, as well as the option of tracking patient improvement through the use of movement data. METHODS We used the Virtual Embodiment Lab Open Source Mirror Feedback (VELOS MVF) module in a small pilot study We created a simple environment in immersive virtual reality; designed to be used with consumer virtual reality systems, which allowed left-to-right and right-to-left mirroring in the upper and lower limbs during a simple target-hitting task. We then tested the usability and efficacy of the system in a small sample of CRPS patients at a clinic. RESULTS Nine participants were able to use the system for four or five trials each. We did not find a statistically significant effect on participants’ self-reported average pain scores. No participants quit any trial due to cybersickness. CONCLUSIONS We propose that this module could be a useful starting point for modification and testing for other researchers. Next steps include adapting this module for at-home use, or for use with participants with lower-limb pain.


2006 ◽  
Vol 24 (3) ◽  
pp. 129-133 ◽  
Author(s):  
Clare P Donnellan

This case report describes the use of acupuncture in the management of chronic central pain in a 51 year old man following severe traumatic brain injury and multiple injuries including rib fractures. The patient reported rapid and significant improvements in pain and mood during a course of acupuncture treatment. Chronic pain following traumatic brain injury is a significant problem. Chronic pain after rib fractures is also commonly reported. Acupuncture is widely used in the management of pain but its use has been reported rarely in the traumatic brain injury literature. This case report suggests that acupuncture may be a useful option to consider in these patients. Outcome was assessed formally using a 0 10 verbal numerical rating scale for pain, and the Hospital Anxiety and Depression Scale (HADS) for psychological status before and after the course of treatment. These scales are widely used in clinical practice as well as in research involving patients with traumatic brain injury, although they have not been validated in this population. The changes in this patient's outcome scores were not consistent with the benefits he reported. Treatment of this patient highlighted the difficulties of using standardised self rating scales for patients with cognitive impairment. The report also discusses the effects of acupuncture on this patient's mood.


Author(s):  
Akio Gofuku ◽  
Satoshi Fukumori ◽  
Kenji Sato

A VR-MVF system was developed and used for the treatment of CRPS at the Okayama University Hospital. Preliminary results from applying this system in patients showed that VR-MVF therapy may be plausible for CRPS treatment. The effects of VR-MVF therapy, however, may be enhanced by increasing the frequency of treatments. Thus, a remote personal VR-MVF system was designed for future implementation, and a prototype personal VR-MVF system was developed. Patient evaluation of the prototype system by the PQ test shows the feasibility of our VR system for CRPS treatment.


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