scholarly journals Implementation of virtual reality based treatment of motor disorders in children with cerebral palsy

2021 ◽  
Vol 20 (2) ◽  
pp. 109-126
Author(s):  
Šaša Stanisavljević ◽  
Goran Nedović

Introduction. Virtual reality is a computer-generated interactive simulation of reality that provides a wide range of possibilities for creating a beneficial therapeutic program. The use of virtual reality systems in the rehabilitation of motor disorders in children with cerebral palsy is relatively recent. Objective. Accordingly, the aim of this review is to establish the level of effectiveness of rehabilitation interventions based on virtual reality systems in the treatment of children with cerebral palsy, based on the available literature. Methods. The initial search identified 63 scientific papers (research reports). By applying the selection criteria, nine papers were selected that met the given criteria and thus entered the further process of analysis. During the analysis, special attention was paid to: the outcomes of therapeutic procedures (the achieved results); and the analysis of the selection criteria of virtual reality systems to be used in the rehabilitation and accessibility of these systems for commercial and clinical applications. Results. Contradictory results have been found based on the analysis of the levels of effectiveness of rehabilitation interventions. In addition to studies that testify to the unequivocally positive effects of the application of virtual reality in the rehabilitation of children with cerebral palsy, there are also those in which it is evident that this effect is absent. Conclusion. The general conclusion of this paper is that virtual reality systems have great potential for application in the field of rehabilitation of motor disorders, but also that this area is still not sufficiently researched and requires further engagement to go one step further to justify or challenge their application.

2018 ◽  
Vol 6 (1) ◽  
pp. 67-77 ◽  
Author(s):  
Vladimir V. Borzikov ◽  
Natalia N. Rukina ◽  
Alexei N. Kuznetsov ◽  
Anna N. Belova

This study provides an overview of the recent literature regarding the assessment methods of the functional state of the locomotor system in children with cerebral palsy. The objective methods of quantitative assessment of motor disorders in cerebral palsy are presented, including the measurement of stability, biomechanical assessment of walking, and video analysis of movements. The influence of the cognitive load on the ability to maintain the vertical posture in children with cerebral palsy as well as the changes in the stability of the vertical posture with closed eyes were observed. Changes in the walking parameters with an increase in the speed were also recorded in children with cerebral palsy. Methods that assess hand motion in children with cerebral palsy include tests involving the moving of objects, tests for speed assessment in joint movements, and video analysis of motions. The methods and tests for such an evaluation require to be valid and reliable, allowing an objective assessment of the severity of motor disorders in cerebral palsy.


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 ◽  
Vol 2019 ◽  
pp. 1-15 ◽  
Author(s):  
Amanda Vitória Lacerda de Araújo ◽  
Jaqueline Freitas de Oliveira Neiva ◽  
Carlos Bandeira de Mello Monteiro ◽  
Fernando Henrique Magalhães

Background. Spinal cord injury (SCI) is often associated with long-term impairments related to functional limitations in the sensorimotor system. The use of virtual reality (VR) technology may lead to increased motivation and engagement, besides allowing a wide range of possible tasks/exercises to be implemented in rehabilitation programs. The present review aims to investigate the possible benefits and efficacy of VR-based rehabilitation in individuals with SCI. Methods. An electronically systematic search was performed in multiple databases (PubMed, BVS, Web of Science, Cochrane Central, and Scielo) up to May 2019. MESH terms and keywords were combined in a search strategy. Two reviewers independently selected the studies in accordance with eligibility criteria. The PEDro scale was used to score the methodological quality and risk of bias of the selected studies. Results. Twenty-five studies (including 482 participants, 47.6 ± 9.5 years, 73% male) were selected and discussed. Overall, the studies used VR devices in different rehabilitation protocols to improve motor function, driving skills, balance, aerobic function, and pain level, as well as psychological and motivational aspects. A large amount of heterogeneity was observed as to the study design, VR protocols, and outcome measures used. Only seven studies (28%) had an excellent/good quality of evidence. However, substantial evidence for significant positive effects associated with VR therapy was found in most of the studies (88%), with no adverse events (88%) being reported. Conclusion. Although the current evidence is limited, the findings suggest that VR-based rehabilitation in subjects with SCI may lead to positive effects on aerobic function, balance, pain level, and motor function recovery besides improving psychological/motivational aspects. Further high-quality studies are needed to provide a guideline to clinical practice and to draw robust conclusions about the potential benefits of VR therapy for SCI patients. Protocol details are registered on PROSPERO (registration number: CRD42016052629).


Author(s):  
Jinlong Wu ◽  
Paul D. Loprinzi ◽  
Zhanbing Ren

This research aims to evaluate the effect of virtual reality (VR) games on balance recovery of children with cerebral palsy (CP) by quantitatively synthesizing the existing literature, and to further determine the impact of VR game intervention (the duration of each intervention, intervention frequency, intervention cycle, and total intervention time) on the balance recovery of children with CP. To this end, relevant literature up until 3 August 2019 was retrieved from Chinese databases (CNKI and Wanfang Data) and the databases in other languages (Web of Science, Pubmed, EBSCOhost, Informit, Scopus, Science Direct, and ProQuest), and bias analysis was conducted with the PEDro scale in this research. Randomized controlled trials (RCTs) were selected and underwent meta-analysis, and combined effect size was calculated with a random effects model. The results showed that VR games may improve the balance of children with CP (Hedge’s g = 0.29; 95% CI 0.10–0.48), and no significant influence of the intervention on balance of children with CP was shown in the subgroup analysis. In conclusion, VR games played a positive role in the improvement of balance of children with CP, but these results should be viewed with caution owing to current methodological defects (difference in measurement, heterogeneity of control groups, intervention combined with other treatments, etc.).


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