scholarly journals Design and Development of a Virtual Reality-Based Mobility Training Game for People With Parkinson's Disease

2021 ◽  
Vol 11 ◽  
Author(s):  
James M. Finley ◽  
Marientina Gotsis ◽  
Vangelis Lympouridis ◽  
Shreya Jain ◽  
Aram Kim ◽  
...  

People with Parkinson's disease (PD) commonly have gait impairments that reduce their ability to walk safely in the community. These impairments are characterized, in part, by a compromised ability to turn and negotiate both predictable and unpredictable environments. Here, we describe the development and usability assessment of a virtual reality training application, Wordplay VR, that allows people with PD to practice skills such as turning, obstacle avoidance, and problem-solving during over-ground walking in a game-based setting. Nine people with PD completed three sessions with Wordplay VR, and each session was directed by their personal physical therapist. Our outcome measures included perceived sense of presence measured using the International Test Commission–Sense of Presence Inventory (ITC-SOPI), levels of motivation using the Intrinsic Motivation Inventory (IMI), overall system usability using the System Usability Scale (SUS), and setup time by the physical therapists. Both the people with PD and the physical therapists rated their sense of presence in the training system positively. The system received high ratings on the interest and value subscales of the IMI, and the system was also rated highly on usability, from the perspective of both the patient during gameplay and the therapist while controlling the experience. These preliminary results suggest that the application and task design yielded an experience that was motivating and user-friendly for both groups. Lastly, with repeated practice over multiple sessions, therapists were able to reduce the time required to help their patients don the headset and sensors and begin the training experience.

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.


2021 ◽  
Vol 7 ◽  
pp. e396
Author(s):  
João Paulo Folador ◽  
Marcus Fraga Vieira ◽  
Adriano Alves Pereira ◽  
Adriano de Oliveira Andrade

Background Parkinson’s disease (PD) is a neurodegenerative condition of the central nervous system that causes motor and non-motor dysfunctions. The disease affects 1% of the world population over 60 years and remains cureless. Knowledge and monitoring of PD are essential to provide better living conditions for patients. Thus, diagnostic exams and monitoring of the disease can generate a large amount of data from a given patient. This study proposes the development and usability evaluation of an integrated system, which can be used in clinical and research settings to manage biomedical data collected from PD patients. Methods A system, so-called Sistema Integrado de Dados Biomédicos (SIDABI) (Integrated Biomedical Data System), was designed following the model-view-controller (MVC) standard. A modularized architecture was created in which all the other modules are connected to a central security module. Thirty-six examiners evaluated the system usability through the System Usability Scale (SUS). The agreement between examiners was measured by Kendall’s coefficient with a significance level of 1%. Results The free and open-source web-based system was implemented using modularized and responsive methods to adapt the system features on multiple platforms. The mean SUS score was 82.99 ± 13.97 points. The overall agreement was 70.2%, as measured by Kendall’s coefficient (p < 0.001). Conclusion According to the SUS scores, the developed system has good usability. The system proposed here can help researchers to organize and share information, avoiding data loss and fragmentation. Furthermore, it can help in the follow-up of PD patients, in the training of professionals involved in the treatment of the disorder, and in studies that aim to find hidden correlations in data.


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.


PLoS ONE ◽  
2018 ◽  
Vol 13 (11) ◽  
pp. e0207136 ◽  
Author(s):  
Ainara Garzo ◽  
Paula Alexandra Silva ◽  
Nestor Garay-Vitoria ◽  
Erik Hernandez ◽  
Stephen Cullen ◽  
...  

BJPsych Open ◽  
2021 ◽  
Vol 7 (S1) ◽  
pp. S279-S280
Author(s):  
Emma Padfield ◽  
Hannah Potticary ◽  
Tim Segal

AimsThe first objective was to estimate prevalence of sense of presence (SoP) experiences in patients with Parkinson's Disease (PD), including whether onset was prior to or after commencing dopaminergic medication. The second objective was to explore the relationship between frequency of SoP experiences and dopaminergic drug, drug dosage and length of drug exposure. The experimental hypothesis was that SoP symptoms in PD would present more frequently in patients treated longer and with higher dopaminergic drug doses.BackgroundPD is a debilitating neurodegenerative disorder. Psychiatric symptoms are common and associated with impaired quality of life and higher treatment costs. PD psychosis often starts with ‘minor hallucinations’, the most common being a false ‘sense of presence’ (SoP), the vivid sensation that someone else is nearby when nobody is there. SoP symptoms typically do not cause significant distress but may act as a prognostic marker for future severe psychosis and may prompt alteration of treatment or reduction in dopaminergic drug dosage. This study aimed to extend prior research by characterizing SoP further and investigating the link with dopaminergic medication.MethodThis was a retrospective, cross-sectional study. Twenty-one patients diagnosed with PD completed a questionnaire to identify presence of SoP symptoms, duration of symptoms, timing of onset related to dopaminergic treatment and the frequency of symptoms in relation to current levodopa equivalent dose (LED). Descriptive frequencies were compared using a two-tailed t-test. Multiple regression analysis was conducted to assess the relationship between frequency of SP experiences, levodopa equivalent dose and length of drug exposure.ResultSixteen of twenty-one patients reported experiencing SoP symptoms. Patients who had not experienced SoP symptoms had a significantly lower LED than those who had experienced these symptoms. There were no other significant differences between the groups. No statistical significance was shown on regression analysis; however our study was not adequately powered for the regression analysis as the number of participants was too low.ConclusionThis study confirms that SoP symptoms are common among patients with PD and supports a correlation between the total daily equivalent dose of levodopa and SoP symptoms. It does not provide evidence for a temporal relationship between onset of SoP symptoms and duration of dopaminergic treatment. The study was insufficiently powered and a larger study is required to investigate further.


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.


2020 ◽  
Vol 44 (5) ◽  
pp. 1833-1842 ◽  
Author(s):  
Seung Min Oh ◽  
Ju Young Kim ◽  
Seungho Han ◽  
Won Lee ◽  
Il Kim ◽  
...  

Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system. Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged < 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266.


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