scholarly journals Does A Virtual Reality-Based Dance Training Paradigm Increase Balance Control in Chronic Stroke Survivors? A Preliminary Study

Author(s):  
Savitha Subramaniam ◽  
Tanvi Bhatt
Displays ◽  
2013 ◽  
Vol 34 (2) ◽  
pp. 125-131 ◽  
Author(s):  
Qicheng Ding ◽  
Ian H. Stevenson ◽  
Ninghua Wang ◽  
Wei Li ◽  
Yao Sun ◽  
...  

Stroke ◽  
2020 ◽  
Vol 51 (Suppl_1) ◽  
Author(s):  
Adam MacLellan ◽  
Catherine Legault ◽  
Alay Parikh ◽  
Leonel Lugo ◽  
Stephanie Kemp ◽  
...  

Background: Stroke is the leading cause of disability worldwide, with many stroke survivors having persistent upper limb functional impairment. Aside from therapist-directed rehabilitation, few efficacious recovery tools are available for use by stroke survivors in their own home. Game-based virtual reality systems have already shown promising results in therapist-supervised settings and may be suitable for home-based use. Objective: We aimed to assess the feasibility of unsupervised home-based use of a virtual reality device for hand rehabilitation in stroke survivors. Methodology: Twenty subacute/chronic stroke patients with upper extremity impairment were enrolled in this prospective single-arm study. Participants were instructed to use the Neofect Smart Glove 5 days per week for 8 weeks, in single sessions of 50 minutes or two 25-minute sessions daily. We measured (1) compliance to prescribed rehabilitation dose, (2) patient impression of the intervention, and (3) efficacy measures including the upper extremity Fugl-Meyer (UE-FM), the Jebsen-Taylor hand function test (JTHFT) and the Stroke Impact Scale (SIS). Results: Seven subjects (35%) met target compliance of 40 days use, and 6 subjects (30%) used the device for 20-39 days; there were no age or gender differences in use. Subjective patient experience was favorable, with ninety percent of subjects reporting satisfaction with their overall experience, and 80% reporting perceived improvement in hand function (figure 1). There was a mean improvement of 26.6±48.8 seconds in the JTHFT ( p =0.03) and 16.1±15.3 points in the domain of the SIS that assesses hand function ( p <0.01). There was a trend towards improvement in the UE-FM (2.2±5.5 points, p =0.10). Conclusions: A novel virtual reality gaming device is suitable for unsupervised use in stroke patients and may improve hand/arm function in subacute/chronic stroke patients. A large-scale randomized controlled trial is needed to confirm these results.


2021 ◽  
Author(s):  
Dorra Rakia Allegue ◽  
Dahlia Kairy ◽  
Johanne Higgins ◽  
Philippe S Archambault ◽  
Francois Michaud ◽  
...  

BACKGROUND In Canada, chronic stroke survivors have difficulty accessing community-based rehabilitation services, due to lack of resources. VirTele, a personalized remote rehabilitation program combining virtual reality exergames and telerehabilitation, was developed to offer chronic stroke survivors the opportunity to pursue rehabilitation of their affected upper extremity (UE) at home, while receiving ongoing monitoring by a clinician. OBJECTIVE The objectives of this study were to: 1) Explore the determinants of VirTele use among chronic stroke survivors and clinicians; 2) Identify indicators of support of psychological needs by clinicians, during VirTele intervention; and 3) explore indicators of empowerment among stroke survivors. METHODS This multiple case study involved three chronic stroke survivors participating in a VirTele intervention and their respective clinicians (physiotherapists). VirTele is a two-month remote rehabilitation intervention, using non immersive virtual reality exergames and telerehabilitation aimed at improving UE deficits in chronic stroke survivors. Study participants had autonomous access to Jintronix exergames, which they were asked to use 5 times a week for 30 minutes periods. VirTele also included videoconference sessions with a clinician, 1 to 3 times a week (1-hour duration), using the Reacts application. During these sessions, the clinician was able to engage in motivational interviewing, supervise the stroke survivors’ use of the exergames and monitor the use of the affected UE through activities of daily life. Semi-directed interviews were conducted 4 to5 weeks after the end of the VirTele intervention. Two interview guides, adapted for clinicians and stroke survivors respectively, were developed to facilitate the interview administration while allowing new codes to emerge. All interviews were audiotaped and transcribed verbatim. RESULTS Three stroke survivors (2 females and 1 male), with a mean age of 58.8 years (SD=19,4), and two physiotherapists participated in the study. Five major determinants of VirTele use emerged from the qualitative analyses, namely the technology performance (usefulness, perception of exergames), effort (ease of use), entourage support (encouragement), facilitators (stroke survivors’ safety, trust and understating of instructions), and challenges (miscommunication, exergames limits). At the end of the VirTele intervention, both clinicians demonstrated support of psychological needs, in terms of autonomy, competence and relatedness, all of which were reflected as empowerment indicators in the three-stroke survivors. Lessons learned from using telerehabilitation combined with exergames were provided, which will be relevant to other researchers and transferable to other populations and contexts. CONCLUSIONS This multiple case study provided a first glimpse at the impact that motivational interviewing can have on adherence to exergames and behavior modification of UE use in stroke survivors. Five major determinants of VirTele use have been identified, namely technology performance, effort, entourage support, facilitators and challenges. Lessons learned from these determinants may serve as a model to guide the implementation of similar interventions. INTERNATIONAL REGISTERED REPORT RR2-10.2196/14629


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