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Virtual reality and stroke

Danielle Levac, Stephanie M N Glegg, Heidi Sveistrup, Heather Colquhoun, Patricia A Miller, Hillel Finestone, Vincent DePaul, Jocelyn E Harris, Diana Velikonja
BACKGROUND: Despite increasing evidence for the effectiveness of virtual reality (VR)-based therapy in stroke rehabilitation, few knowledge translation (KT) resources exist to support clinical integration. KT interventions addressing known barriers and facilitators to VR use are required. When environmental barriers to VR integration are less amenable to change, KT interventions can target modifiable barriers related to therapist knowledge and skills. METHODS: A multi-faceted KT intervention was designed and implemented to support physical and occupational therapists in two stroke rehabilitation units in acquiring proficiency with use of the Interactive Exercise Rehabilitation System (IREX; GestureTek)...
October 6, 2016: BMC Health Services Research
Erika Pedreira da Fonseca, Nildo Manoel Ribeiro da Silva, Elen Beatriz Pinto
OBJECTIVES: The study aimed to check the therapeutic effect of virtual reality associated with conventional physiotherapy on gait balance and the occurrence of falls after a stroke. METHODS: This was a randomized, blinded clinical trial conducted with post-stroke patients, randomized into two groups-treatment group and control group-and subjected to balance assessments by the Dynamic Gait Index and investigation of falls before and after 20 intervention sessions...
September 29, 2016: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
Samar M Hatem, Geoffroy Saussez, Margaux Della Faille, Vincent Prist, Xue Zhang, Delphine Dispa, Yannick Bleyenheuft
Stroke is one of the leading causes for disability worldwide. Motor function deficits due to stroke affect the patients' mobility, their limitation in daily life activities, their participation in society and their odds of returning to professional activities. All of these factors contribute to a low overall quality of life. Rehabilitation training is the most effective way to reduce motor impairments in stroke patients. This multiple systematic review focuses both on standard treatment methods and on innovating rehabilitation techniques used to promote upper extremity motor function in stroke patients...
2016: Frontiers in Human Neuroscience
Thais Massetti, Tânia Brusque Crocetta, Talita Dias da Silva, Isabela Lopes Trevizan, Claudia Arab, Fátima Aparecida Caromano, Carlos Bandeira de Mello Monteiro
PURPOSE: To evaluate the methods and major outcomes of transcranial direct current stimulation (tDCS) combined with virtual reality (VR) therapy in randomized controlled trials. METHOD: A systematic review was performed following PRISMA guidelines using PubMed, PubMed Central, Web of Science and CAPES periodic databases, with no time restriction. The studies were screened for the following inclusion criteria: human subjects, combination of VR and tDCS methods, and randomized controlled study design...
September 27, 2016: Disability and Rehabilitation. Assistive Technology
Eleni Papathanasiou, Mathilde Chevignard, Carole Vuillerot, Anne Tiberghien, Ingrid Godard
OBJECTIVE: Paediatric stroke is a relatively rare medical condition, but it often leads to long lasting motor and cognitive impairments. Rehabilitation of motor impairments has been widely studied, with most studies performed in children with cerebral palsy (CP). However, CP covers a variety of medical conditions, including brain lesions due to paediatric stroke occurring early in life, but not stroke occurring later on during childhood. The specificity of rehabilitation after paediatric stroke remains understudied...
September 2016: Annals of Physical and Rehabilitation Medicine
Jigna Patel, Qinyin Qiu, Mathew Yarossi, Alma Merians, Supriya Massood, Eugene Tunik, Sergei Adamovich, Gerard Fluet
PURPOSE: Explore the potential benefits of using priming methods prior to an active hand task in the acute phase post-stroke in persons with severe upper extremity hemiparesis. METHODS: Five individuals were trained using priming techniques including virtual reality (VR) based visual mirror feedback and contralaterally controlled passive movement strategies prior to training with an active pinch force modulation task. Clinical, kinetic, and neurophysiological measurements were taken pre and post the training period...
September 16, 2016: Disability and Rehabilitation
Luis D Lledó, Jorge A Díez, Arturo Bertomeu-Motos, Santiago Ezquerro, Francisco J Badesa, José M Sabater-Navarro, Nicolás García-Aracil
Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics...
2016: Frontiers in Aging Neuroscience
Frieder Wittmann, Jeremia P Held, Olivier Lambercy, Michelle L Starkey, Armin Curt, Raphael Höver, Roger Gassert, Andreas R Luft, Roman R Gonzenbach
BACKGROUND: The effect of rehabilitative training after stroke is dose-dependent. Out-patient rehabilitation training is often limited by transport logistics, financial resources and a lack of motivation/compliance. We studied the feasibility of an unsupervised arm therapy for self-directed rehabilitation therapy in patients' homes. METHODS: An open-label, single group study involving eleven patients with hemiparesis due to stroke (27 ± 31.5 months post-stroke) was conducted...
2016: Journal of Neuroengineering and Rehabilitation
Sang-Mi Chung, Kyoung-Bo Lee, Young-Dong Kim
[Purpose] This study investigated whether a shoulder reaching exercise was beneficial for restoring the standing balance of patients with hemiplegia after stroke. [Subjects and Methods] There were 13 subjects in the experimental group (EG) and 14 subjects in the control group (CG), all with hemiplegia following stroke. The shoulder reaching exercise intervention was performed by the EG and conventional physical therapy was administered to the CG for 30 minutes, 3 times a week for 4 weeks. Virtual reality (RM, BioRescue -AP 1153, France) was used as an assessment tool...
July 2016: Journal of Physical Therapy Science
Seung Kyu Park, Dae Jung Yang, Yo Han Uhm, Jae Won Heo, Je Ho Kim
[Purpose] The purpose of this study was to examine the effect of virtual reality-based eccentric training on lower extremity muscle activity and balance in stroke patients. [Subjects and Methods] Thirty stroke patients participated, with 15 patients allotted to each of two eccentric training groups: one using a slow velocity (group I) and one using a fast velocity (group II). The virtual reality-based eccentric training was performed by the patients for 30 minutes once a day, 5 days a week, for 8 weeks using an Eccentron system...
July 2016: Journal of Physical Therapy Science
Myung-Mo Lee, Doo-Chul Shin, Chang-Ho Song
[Purpose] This study was aimed at investigating the preliminary therapeutic efficacy and usefulness of canoe game-based virtual reality training for stroke patients. [Subjects and Methods] Ten stroke patients were randomly assigned to an experimental group (EG; n=5) or a control group (CG; n=5). Patients in both groups participated in a conventional rehabilitation program, but those in the EG additionally participated in a 30-min canoe game-based virtual reality training program 3 days a week for 4 weeks. Therapeutic efficacy was assessed based on trunk postural stability, balance, and upper limb motor function...
July 2016: Journal of Physical Therapy Science
Mónica S Cameirão, Ana Lúcia Faria, Teresa Paulino, Júlio Alves, Sergi Bermúdez I Badia
BACKGROUND: Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest in integrating motor and cognitive training to increase similarity to real-world settings. Unfortunately, more research is needed for the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socioemotional Selectivity Theory, as people age, the emotional salience arises for positive and neutral, but not for negative stimuli...
2016: Journal of Neuroengineering and Rehabilitation
Athanasios Vourvopoulos, Sergi Bermúdez I Badia
BACKGROUND: The use of Brain-Computer Interface (BCI) technology in neurorehabilitation provides new strategies to overcome stroke-related motor limitations. Recent studies demonstrated the brain's capacity for functional and structural plasticity through BCI. However, it is not fully clear how we can take full advantage of the neurobiological mechanisms underlying recovery and how to maximize restoration through BCI. In this study we investigate the role of multimodal virtual reality (VR) simulations and motor priming (MP) in an upper limb motor-imagery BCI task in order to maximize the engagement of sensory-motor networks in a broad range of patients who can benefit from virtual rehabilitation training...
2016: Journal of Neuroengineering and Rehabilitation
Deepesh Kumar, Anirban Dutta, Abhijit Das, Uttama Lahiri
Stroke is one of leading cause of death and disability worldwide. Early detection during golden hour and treatment of individual neurological dysfunction in stroke using easy-to-access biomarkers based on a simple-to-use, cost-effective, clinically-valid screening tool can bring a paradigm shift in healthcare, both urban and rural. In our research we have designed a quantitative automatic home-based oculomotor assessment tool that can play an important complementary role in prognosis of neurological disorders like stroke for the neurologist...
June 13, 2016: European Journal of Translational Myology
Hyungjun Im, Jeunghun Ku, Hyun Jung Kim, Youn Joo Kang
OBJECTIVE: To investigate the effects of using motor imagery (MI) in combination with a virtual reality (VR) program on healthy volunteers and stroke patients. In addition, this study investigated whether task variability within the VR-guided MI programs would influence corticomotor excitability. METHODS: The present study included 15 stroke patients and 15 healthy right-handed volunteers who were presented with four different conditions in a random order: rest, MI alone, VR-guided MI, and VR-guided MI with task variability...
June 2016: Annals of Rehabilitation Medicine
Wei-Peng Teo, Makii Muthalib, Sami Yamin, Ashlee M Hendy, Kelly Bramstedt, Eleftheria Kotsopoulos, Stephane Perrey, Hasan Ayaz
In the last decade, virtual reality (VR) training has been used extensively in video games and military training to provide a sense of realism and environmental interaction to its users. More recently, VR training has been explored as a possible adjunct therapy for people with motor and mental health dysfunctions. The concept underlying VR therapy as a treatment for motor and cognitive dysfunction is to improve neuroplasticity of the brain by engaging users in multisensory training. In this review, we discuss the theoretical framework underlying the use of VR as a therapeutic intervention for neurorehabilitation and provide evidence for its use in treating motor and mental disorders such as cerebral palsy, Parkinson's disease, stroke, schizophrenia, anxiety disorders, and other related clinical areas...
2016: Frontiers in Human Neuroscience
Florian Grimm, Georgios Naros, Alireza Gharabaghi
Assistive technology allows for intensive practice and kinematic measurements during rehabilitation exercises. More recent approaches attach a gravity-compensating multi-joint exoskeleton to the upper extremity to facilitate task-oriented training in three-dimensional space with virtual reality feedback. The movement quality, however, is mostly captured through end-point measures that lack information on proximal inter-joint coordination. This limits the differentiation between compensation strategies and genuine restoration both during the exercise and in the course of rehabilitation...
2016: Frontiers in Neuroscience
Suhyun Lee, Yumi Kim, Byoung-Hee Lee
In the present study, we aimed to investigate the effect of virtual reality-based bilateral upper extremity training (VRBT) on paretic upper limb function and muscle strength in patients with stroke. Eighteen stroke survivors were assigned to either the VRBT group (n = 10) or the bilateral upper limb training group (BT, n = 8). Patients in the VRBT group performed bilateral upper extremity exercises in a virtual reality environment, whereas those in the BT group performed conventional bilateral upper extremity exercises...
July 15, 2016: Occupational Therapy International
Ian Fyfe
No abstract text is available yet for this article.
August 2016: Nature Reviews. Neurology
Anthony Beardsworth Costa, Joshua B Bederson
INTRODUCTION: The practice of pre- and intraoperative interactive visualization and modeling continues to grow as its value to clinical practice is augmented by new technologies, such as virtual and augmented reality, or 3D printing. Current tools that extract the necessary structural information from medical imaging modalities and allow virtual or other interrogation of the data are either difficult to use in a practical clinical setting, or sufficiently simple as to limit the knowledge available to the operator...
August 2016: Neurosurgery
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