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May 02, 2007

Virtual reality device helps multiple sclerosis patients walk

Via Medgadget 

 

Via Medgadget

audio visual walker.JPG

Researchers at Technion Institute of Technology in Israel have developed a wearable virtual reality that  device to provide patients suffering from balance disorders with supplemental auditory and visual information to restore normal gait. 

From the press release 

The visual component presents users with a virtual, tiled-floor image displayed on one eye via a tiny piece that clips onto glasses worn by the user. This allows the user to distinguish between the virtual floor and real obstacles, making it possible to navigate even rough terrain or stairs.

The researchers found that auditory feedback significantly improved the gait of both MS and Parkinson's patients (though the improvement was less pronounced in Parkinson's patients). With regard to walking speed, patients showed an average improvement of 12.84% while wearing the device. There were also positive residual short-term therapeutic effects (18.75% improvement) after use. Average improvement in stride was 8.30% while wearing the device and 9.93% residually.

"Healthy people have other tools, such as sensory feedback from muscles nerves, which report on muscle control, telling them whether or not they are using their muscles correctly," says Baram. "This feedback is damaged in Parkinson and MS patients and the elderly, but auditory feedback can be used to help them walk at a fixed pace."

Results from a small study (14 randomly selected patients with gait disturbances predominantly due to MS) on the device are published in the February 2007 issue of the Journal of the Neurological Sciences .

The integrated device - the first to respond to the patient's motions rather than just providing fixed visual or auditory cues - is already in use at a number of medical centers in Israel and the United States, including the University of Cincinnati and the State University of New York.

Apr 27, 2007

Are complex psychotherapies more effective than biofeedback, progressive muscle relaxation, or both

Are complex psychotherapies more effective than biofeedback, progressive muscle relaxation, or both? A meta-analysis.

Psychol Rep. 2007 Feb;100(1):303-24

Authors: Stevens SE, Hynan MT, Allen M, Braun MM, McCart MR

A meta-analysis of 26 studies was conducted to assess whether more complex forms of psychotherapy would be superior to control treatments of either biofeedback, progressive muscle relaxation, or both. Consistent with hypotheses, more complex treatments provided a small, significant improvement over biofeedback and progressive muscle relaxation (r = .09). A subset of the more complex behavioral treatments accounted for most of this small incremental effectiveness of more complex treatments (r = .15). Possible sources of this incremental effectiveness are discussed.

First DARPA prosthetic limb comes with virtual reality training

From KurzweilAI.net

Researchers at Johns Hopkins University Applied Physics Laboratory has developed a prototype of the first fully integrated prosthetic arm that can be controlled naturally, provide sensory feedback, and allow for eight degrees of freedom

Link

 

 

Apr 20, 2007

Graphical tactile displays for visually-impaired people

Graphical tactile displays for visually-impaired people.

IEEE Trans Neural Syst Rehabil Eng. 2007 Mar;15(1):119-30

Authors: Vidal-Verdú F, Hafez M

This paper presents an up-to-date survey of graphical tactile displays. These devices provide information through the sense of touch. At best, they should display both text and graphics (text may be considered a type of graphic). Graphs made with shapeable sheets result in bulky items awkward to store and transport; their production is expensive and time-consuming and they deteriorate quickly. Research is ongoing for a refreshable tactile display that acts as an output device for a computer or other information source and can present the information in text and graphics. The work in this field has branched into diverse areas, from physiological studies to technological aspects and challenges. Moreover, interest in these devices is now being shown by other fields such as virtual reality, minimally invasive surgery and teleoperation. It is attracting more and more people, research and money. Many proposals have been put forward, several of them succeeding in the task of presenting tactile information. However, most are research prototypes and very expensive to produce commercially. Thus the goal of an efficient low-cost tactile display for visually-impaired people has not yet been reached.

19:51 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Apr 17, 2007

New technologies in stroke rehabilitation

New technologies and concepts for rehabilitation in the acute phase of stroke: a collaborative matrix.

Neurodegener Dis. 2007;4(1):57-69

Authors: Siekierka EM, Eng K, Bassetti C, Blickenstorfer A, Cameirao MS, Dietz V, Duff A, Erol F, Ettlin T, Hermann DM, Keller T, Keisker B, Kesselring J, Kleiser R, Kollias S, Kool JP, Kurre A, Mangold S, Nef T, Pyk P, Riener R, Schuster C, Tosi F, Verschure PF, Zimmerli L

The process of developing a successful stroke rehabilitation methodology requires four key components: a good understanding of the pathophysiological mechanisms underlying this brain disease, clear neuroscientific hypotheses to guide therapy, adequate clinical assessments of its efficacy on multiple timescales, and a systematic approach to the application of modern technologies to assist in the everyday work of therapists. Achieving this goal requires collaboration between neuroscientists, technologists and clinicians to develop well-founded systems and clinical protocols that are able to provide quantitatively validated improvements in patient rehabilitation outcomes. In this article we present three new applications of complementary technologies developed in an interdisciplinary matrix for acute-phase upper limb stroke rehabilitation - functional electrical stimulation, arm robot-assisted therapy and virtual reality-based cognitive therapy. We also outline the neuroscientific basis of our approach, present our detailed clinical assessment protocol and provide preliminary results from patient testing of each of the three systems showing their viability for patient use. Copyright (c) 2007 S. Karger AG, Basel.

20:23 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Dandheld device for the diagnosis of brain injury

Via Medgadget

 

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From the Press Release: InfraScan Announces First Patients Enroll in Clinical Trial in Brain Hematoma Detection (PDF)

 

Infrascanner™ is a hand-held, non-invasive, near-infrared (NIR) based mobile imaging device to detect brain hematoma at the site of injury within the "golden hour". This refers to the period following head trauma when pre-hospital analysis is needed to rapidly assess the neurological condition of a victim. Pending FDA clearance, the Infrascanner™ will be an affordable, accurate and clinically effective screening solution for head trauma patients in settings where timely triage is critical. It is intended to aid the decision to proceed with other tests such as head Computed Tomography (CT) scans. In environments where access to CT scan is restricted or not available, Infrascanner™ will facilitate surgical intervention decisions. The InfraScanner™ can be a practical solution to the problem of early identification of intracranial hematomas because of the unique light-absorbing properties of hemoglobin and the non-invasive, non-ionizing nature of NIR technology. The basic method for Hematoma detection is based on the differential light absorption of the injured vs. the non-injured part of brain. Under normal circumstances, the brain's absorption should be symmetrical. When additional underlying extra vascular blood is present due to internal bleeding, there is a greater local concentration of hemoglobin and consequently the absorbance of the light is greater while the reflected component is commensurately less. This differential can be detected via sources and detectors placed on symmetrical lobes of the skull. The science of diffused optical tomography used by the Infrascanner™ enables the conversion of light differential data into interpretative scientific results. The Infrascanner™ unit is a small, portable handheld device based on a PDA platform with wireless detector probes.

19:59 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Feb 25, 2007

Socially assistive robotics for post-stroke rehabilitation

Socially assistive robotics for post-stroke rehabilitation

By Maja J Mataric', Jon Eriksson, David J Feil-Seifer and Carolee J Winstein, Journal of NeuroEngineering and Rehabilitation

Background: Although there is a great deal of success in rehabilitative robotics applied to patient recovery post-stoke, most of the rehabilitation research to date has dealt with providing physical assistance. However, new studies support the theory that not all therapy need be hands-on. We describe a new area, called socially assistive robotics, that focuses on non-contact patient/user assistance. We demonstrate the approach with an implemented and tested post-stroke recovery robot and discuss its potential for effectiveness. Results: We describe a pilot study involving an autonomous assistive mobile robot that aids stoke patient rehabilitation by providing monitoring, encouragement, and reminders. The robot navigates autonomously, monitors the patient's arm activity, and helps the patient remember to follow a rehabilitation program. We also show preliminary results from a follow-up study that studied the role of robot physical embodiment in a rehabilitation context. Conclusions: Future experimental design and factors that will be considered in order to develop effective socially assistive post-stroke rehabilitation robot are outlined and discussed.

 

Feb 24, 2007

Virtual reality and biofeedback training for balance

Functional balance and dual-task reaction times in older adults are improved by virtual reality and biofeedback training.

Cyberpsychol Behav. 2007 Feb;10(1):16-23

Authors: Bisson E, Contant B, Sveistrup H, Lajoie Y

Virtual reality (VR) training has been used successfully to rehabilitate functional balance and mobility in both traumatic brain injury (TBI) survivors and elderly subjects. Similarly, computer-based biofeedback (BF) training has resulted in decreased sway during quiet stance and decreased reaction times during a dual-task reaction time paradigm in elderly subjects. The objective of this study was to determine the effect of VR and BF training on balance and reaction time in older adults. Two groups of twelve healthy older adults completed 10-week training programs consisting of two 30-min sessions per week. VR training required that participants lean sideways to juggle a virtual ball. Participants in the BF group viewed a red dot representing their center of gravity on a screen and were required to move the dot to the four corners of the monitor. Measures of functional balance and mobility (Community Balance and Mobility Scale [CB&M]), sway during quiet stance, and reaction time during a dual task paradigm were recorded before training, as well as 1 week and 1 month after the end of the program. Both groups showed significant improvements on the CB&M, as well as decreased reaction times with training. Postural sway during quiet stance did not change significantly.

15:13 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Feb 23, 2007

Fear of flying treatment methods: virtual reality exposure vs. cognitive behavioral therapy

Fear of flying treatment methods: virtual reality exposure vs. cognitive behavioral therapy.

Aviat Space Environ Med. 2007 Feb;78(2):121-8

Authors: Krijn M, Emmelkamp PM, Olafsson RP, Bouwman M, van Gerwen LJ, Spinhoven P, Schuemie MJ, van der Mast CA

INTRODUCTION: Fear of flying (FOF) can be a serious problem for individuals who develop this condition and for military and civilian organizations that operate aircraft. The aim of this study was to compare the effectiveness of three treatments: bibliotherapy (BIB) without therapist contact; individualized virtual reality exposure therapy (VRE); and cognitive behavior therapy (CB). In addition, we evaluated the effect of following up VRE and CB with 2 d of group cognitive-behavioral training (GrCB). METHODS: There were 86 subjects suffering from FOF who entered the study; 19 BIB, 29 VRE, and 16 CB subjects completed the treatment protocols. The BIB subjects were then treated with VRE (n = 7) or CB (n = 12). There were 59 subjects who were then trained with GrCB. RESULTS: Treatment with VRE or CB was more effective than BIB. Both VRE and CB showed a decline in FOF on the two main outcome measures. There was no statistically significant difference between those two therapies. However, effect sizes were lower for VRE (small to moderate) than for CB (moderate) and the addition of GrCB had less effect for VRE than for CB. DISCUSSION: VRE holds promise as treatment for FOF, but in this trial CB followed by GrCB showed the largest decrease in subjective anxiety. The results suggest that future research should focus on comparing the effectiveness of VRE vs. VRE plus cognitive techniques or measure the effectiveness of each component of treatment. Moreover, the effectiveness of the GrCB as stand-alone treatment should be investigated, which might even be superior in cost-effectiveness.

19:50 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

VR in stroke rehabilitation

Assessment and training in a 3-dimensional virtual environment with haptics: a report on 5 cases of motor rehabilitation in the chronic stage after stroke.

Neurorehabil Neural Repair. 2007 Jun;21(2):180-9

Authors: Broeren J, Rydmark M, Björkdahl A, Sunnerhagen KS

OBJECTIVE: . This exploratory study assessed the possible effectiveness of hemiparetic upper extremity training in subjects with chronic stroke with computer instrumentation (haptic force feedback) and 3-dimensional visualization applied to computer games, as well as to evaluate concurrent computer-assisted assessment of the kinematics of movements and test whether any improvement detected in the computer environment was reflected in activities of daily living (ADLs). METHODS: . A single-subject repeated-measures experimental design (AB) was used. After baseline testing, 5 patients were assigned to the therapy 3 times a week for 45 min for 5 weeks. Velocity, time needed to reach, and hand path ratio (reflecting superfluous movements) were the outcome measures, along with the Assessment of Motor and Process Skills and the Box and Block test. The follow-up phase (C) occurred 12 weeks later. RESULTS: . Improvements were noted in velocity, time, and hand path ratio. One patient showed improvement in occupational performance in ADLs. CONCLUSIONS: .The application of this strategy of using virtual reality (VR) technologies may be useful in assessing and training stroke patients. The results of this study must be reproduced in further studies. The VR systems can be placed in homes or other nonclinical settings.

19:49 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Feb 19, 2007

Virtual Reality Exposure Therapy for PTSD Symptoms

Virtual Reality Exposure Therapy for PTSD Symptoms After a Road Accident: An Uncontrolled Case Series.

Behav Ther. 2007 Mar;38(1):39-48

Authors: Beck JG, Palyo SA, Winer EH, Schwagler BE, Ang EJ

This report examined whether Virtual Reality Exposure Therapy (VRET) could be used in the treatment of posttraumatic stress disorder (PTSD) symptoms in the aftermath of a serious motor vehicle accident. Six individuals reporting either full or severe subsyndromal PTSD completed 10 sessions of VRET, which was conducted using software designed to create real-time driving scenarios. Results indicated significant reductions in posttrauma symptoms involving reexperiencing, avoidance, and emotional numbing, with effect sizes ranging from d=.79 to d=1.49. Indices of clinically significant and reliable change suggested that the magnitude of these changes was meaningful. Additionally, high levels of perceived reality ("presence") within the virtual driving situation were reported, and patients reported satisfaction with treatment. Results are discussed in light of the possibility for VRET to be useful in guiding exposure in the treatment of PTSD following road accidents.

00:30 Posted in Cybertherapy | Permalink | Comments (0) | Tags: cybertherapy

Feb 17, 2007

New Video Games Aim at Improving Mental Health

From Medgadget

 

Psychologist Mark Baldwin has developed and clinically tested a new commercial software, Mindhabits, that aims to decrease stress and build self-esteem:

 

MindHabits produces computer software designed to help people reduce their stress levels and boost their self-confidence, using games that automatically retrain the way the mind responds to social stress. This patent pending technology is the result of a decade of research by scientists at McGill University, one of the world's top medical research centers. The software -- based on the emerging science of social intelligence -- helps you practice the mind habit of focusing on positive social feedback, which in turn reduces stress levels and improves self-confidence...

Our starting point is past research showing that insecurity feelings and daily stress arise, in large part, from anxieties about whether one will be liked, accepted, and respected by one's peers and significant others. Sometimes people are aware of these concerns, but often social insecurities of this type influence people's thoughts and feelings "automatically", without a lot of deliberate thought and sometimes even entirely outside of their awareness. All they experience are negative reactions to the self or to social situations.

People with fewer insecurities, on the other hand, seem to have a range of automatic thought processes that make them confident and buffer them from worrying about the possibility of social rejection. Fortunately, our recent research shows that with enough practice, even people prone to stress and low self-esteem can develop these beneficial thought processes that might allow them to gradually become more secure and self-confident. We started with the idea that just as playing the game Tetris over and over for hours can start to shape the way you look at the world (even in your dreams!), playing a specially-designed computer game might also help to improve your thoughts and feelings about yourself.

We drew on research showing that certain people have attentional biases toward socially threatening information, so they automatically focus on any sign of rejection or criticism from others, which in turn perpetuates their sensitivity to rejection and heightened tendency to experience social stress. The attentional training software teaches people to look for the smiling/approving person in a crowd of frowning faces. By doing this repeatedly and as quickly as possible, this trains an automatic response of looking for acceptance and ignoring rejection. In several studies we have shown that after using the software, people become less distracted by rejection, and they become less stressed at work and school.

Feb 06, 2007

Diagnosis and rehabilitation of patients with hemispatial neglect using VR

Diagnosis and rehabilitation of patients with hemispatial neglect using virtual reality technology.

Conf Proc IEEE Eng Med Biol Soc. 2004;7:4908-11

Authors: Baheux K, Yoshikawa M, Tanaka A, Seki K, Handa Y

Our objective is to develop and test a system for diagnosis and rehabilitation of patients with hemispatial neglect. The system consists of a 3D-haptic virtual world seen through stereo shutter-glasses. Patients interact by manipulating a haptic interface. The software adapts the virtual world accordingly to haptic interface and eye tracking feedback. Offline analysis is possible by reviewing recorded data. Observations made during experimentations with hemiplegics patients and future works with hemispatial neglect patients are discussed.

Jan 22, 2007

Critical illness VR rehabilitation device

Critical illness VR rehabilitation device (X-VR-D): Evaluation of the potential use for early clinical rehabilitation.

J Electromyogr Kinesiol. 2007 Jan 11;

Authors: Van de Meent H, Baken BC, Van Opstal S, Hogendoorn P

We present a new critical illness VR rehabilitation device (X-VR-D) that enables diversified self-training and is applicable early in the rehabilitation of severely injured or ill patients. The X-VR-D consists of a VR program delivering a virtual scene on a flat screen and simultaneously processing commands to a moving chair mounted on a motion system. Sitting in the moving chair and exposed to a virtual reality environment the device evokes anticipatory and reactive muscle contractions in trunk and extremities for postural control. In this study we tested the device in 10 healthy subjects to evaluate whether the enforced perturbations indeed evoke sufficient and reproducible EMG muscle activations. We found that particular fast roll and pitch movements evoke adequate trunk and leg muscle activity. Higher angular velocities and higher angles of inclination elicited broader EMG bursts and larger amplitudes. The muscle activation pattern was highly consistent between different subjects and although we found some habituation of EMG responses in consecutive training sessions, the general pattern was maintained and was predictable for specific movements. The habituation was characterized by more efficient muscle contractions and better muscle relaxation during the rest positions of the device. Furthermore we found that the addition of a virtual environment to the training session evoked more preparatory and anticipatory muscle activation than sessions without a virtual environment. We conclude that the X-VR-D is safe and effective to elicit consistent and reproducible muscle activity in trunk and leg muscles in healthy subjects and thus can be used as a training method.

Dec 23, 2006

Effects of VR distraction on pain, fear, and distress

Effects of distraction on pain, fear, and distress during venous port access and venipuncture in children and adolescents with cancer.

J Pediatr Oncol Nurs. 2007 Jan-Feb;24(1):8-19

Authors: Windich-Biermeier A, Sjoberg I, Dale JC, Eshelman D, Guzzetta CE

This study evaluates the effect of self-selected distracters (ie, bubbles, I Spy: Super Challenger book, music table, virtual reality glasses, or handheld video games) on pain, fear, and distress in 50 children and adolescents with cancer, ages 5 to 18, with port access or venipuncture. Using an intervention-comparison group design, participants were randomized to the comparison group (n = 28) to receive standard care or intervention group (n = 22) to receive distraction plus standard care. All participants rated their pain and fear, parents rated participant fear, and the nurse rated participant fear and distress at 3 points in time: before, during, and after port access or venipuncture. Results show that self-reported pain and fear were significantly correlated (P = .01) within treatment groups but not significantly different between groups. Intervention participants demonstrated significantly less fear (P <.001) and distress (P = .03) as rated by the nurse and approached significantly less fear (P = .07) as rated by the parent. All intervention parents said the needlestick was better because of the distracter. The authors conclude that distraction has the potential to reduce fear and distress during port access and venipuncture.

Dec 22, 2006

Smoking cues in a virtual world provoke craving in cigarette smokers

Smoking cues in a virtual world provoke craving in cigarette smokers.

Psychol Addict Behav. 2006 Dec;20(4):484-9

Authors: Baumann SB, Sayette MA

Twenty smoking-deprived cigarette smokers participated in a study to test the ability of smoking cues within a virtual world to provoke self-reported craving to smoke. Participants were exposed to 2 virtual-reality simulations displayed on a computer monitor: a control environment not containing any intentional smoking stimuli and a cue-exposure environment containing smoking stimuli. At various points, participants rated their urge to smoke on a scale of 0-100. Results indicated that baseline urge ratings were equivalent in both conditions, but the maximum increase in urge ratings was significantly higher in the cue-exposure environment than in the control environment. This is comparable to what in vivo studies have reported, but with the advantage of simulating more naturalistic and complex settings in a controlled environment.

Recent trends in robot-assisted therapy environments

Recent trends in robot-assisted therapy environments to improve real-life functional performance of affected limbs.

J Neuroengineering Rehabil. 2006 Dec 18;3(1):29

Authors: Johnson MJ

ABSTRACT: Upper and lower limb robotic tools for neuro-rehabilitation are effective in reducing motor impairment but they are limited in their ability to improve real world function. There is a need to improve functional outcomes after robot-assisted therapy. Improvements in the effectiveness of these environments may be achieved by incorporating into their design and control strategies important elements key to inducing motor learning and cerebral plasticity such as mass-practice, feedback, task-engagement, and complex problem solving. This special issue presents nine articles. The novel strategies covered in this issue encourage more natural movements through the use of virtual reality and real objects and faster motor learning through the use of error feedback to guide acquisition of natural movements that are salient to real activities. In addition, several articles describe novel systems and techniques that use of custom and commercial games combined with new low-cost robot systems and a humanoid robot to embody the supervisory presence of the therapy as possible solutions to exercise compliance in under-supervised environments such as the home.

Dec 18, 2006

Virtual reality training for stroke rehabilitation

Virtual reality training for stroke rehabilitation.

NeuroRehabilitation. 2006;21(3):245-53

Authors: Lam YS, Man DW, Tam SF, Weiss PL

Objective: To evaluate the effectiveness of a 2-D virtual reality (2DVR) programme in the training of people with stroke on how to access and use the station facilities of the Mass Transit Railway (MTR). Method: A flat-screen 2DVR based training programme and a corresponding, typical psycho-educational programme with video modelling were developed for comparison through a research design that involved a randomised control group pre-test and post-test. Results: Twenty and sixteen subjects respectively received 10 training sessions using the 2DVR strategy and a video-based psycho-educational programme. An additional 22 subjects formed the control group. They were assessed by using a behavioural checklist of MTR skills and a newly validated MTR self-efficacy scale. The subjects of both training groups showed a significant improvement in their knowledge, skills and self-efficacy in using the MTR (p<0.01), whereas, the MTR skills and self-efficacy of the control group remained stable over a four-week interval. Conclusion: Though both training programmes were effective in training the patients with stroke, they demonstrated differential improvements in MTR skills and related self-efficacy. Additional studies are recommended to identify the most effective training procedures for maintaining these skills and the best transfer ratio in the training of VR-based community living skills of people with stroke.

Dec 14, 2006

Visuomotor learning in immersive 3D virtual reality in Parkinson's

Visuomotor learning in immersive 3D virtual reality in Parkinson's disease and in aging.

Exp Brain Res. 2006 Dec 5;

Authors: Messier J, Adamovich S, Jack D, Hening W, Sage J, Poizner H

Successful adaptation to novel sensorimotor contexts critically depends on efficient sensory processing and integration mechanisms, particularly those required to combine visual and proprioceptive inputs. If the basal ganglia are a critical part of specialized circuits that adapt motor behavior to new sensorimotor contexts, then patients who are suffering from basal ganglia dysfunction, as in Parkinson's disease should show sensorimotor learning impairments. However, this issue has been under-explored. We tested the ability of 8 patients with Parkinson's disease (PD), off medication, ten healthy elderly subjects and ten healthy young adults to reach to a remembered 3D location presented in an immersive virtual environment. A multi-phase learning paradigm was used having four conditions: baseline, initial learning, reversal learning and aftereffect. In initial learning, the computer altered the position of a simulated arm endpoint used for movement feedback by shifting its apparent location diagonally, requiring thereby both horizontal and vertical compensations. This visual distortion forced subjects to learn new coordinations between what they saw in the virtual environment and the actual position of their limbs, which they had to derive from proprioceptive information (or efference copy). In reversal learning, the sign of the distortion was reversed. Both elderly subjects and PD patients showed learning phase-dependent difficulties. First, elderly controls were slower than young subjects when learning both dimensions of the initial biaxial discordance. However, their performance improved during reversal learning and as a result elderly and young controls showed similar adaptation rates during reversal learning. Second, in striking contrast to healthy elderly subjects, PD patients were more profoundly impaired during the reversal phase of learning. PD patients were able to learn the initial biaxial discordance but were on average slower than age-matched controls in adapting to the horizontal component of the biaxial discordance. More importantly, when the biaxial discordance was reversed, PD patients were unable to make appropriate movement corrections. Therefore, they showed significantly degraded learning indices relative to age-matched controls for both dimensions of the biaxial discordance. Together, these results suggest that the ability to adapt to a sudden biaxial visuomotor discordance applied in three-dimensional space declines in normal aging and Parkinson disease. Furthermore, the presence of learning rate differences in the PD patients relative to age-matched controls supports an important contribution of basal ganglia-related circuits in learning novel visuomotor coordinations, particularly those in which subjects must learn to adapt to sensorimotor contingencies that were reversed from those just learned.

Postural adaptation in elderly patients using VR

Postural adaptation in elderly patients with instability and risk of falling after balance training using a virtual-reality system.

Int Tinnitus J. 2006;12(1):41-4

Authors: Suárez H, Suárez A, Lavinsky L

Our aim in this study was to assess postural control adaptation quantitatively in unsteady elderly patients at risk of falls in open spaces and given balance training with a virtual-reality system reproducing environmental stimulation. Using a balance rehabilitation unit based on a virtual-reality system that changes sensory information (visual, vestibular, and somatosensory), we treated 26 elderly, unsteady patients who were prone to falling (age range, 73-82 years) and who were enrolled in a customized vestibular rehabilitation program. We assessed postural responses by posturography before and after 6 weeks in the vestibular rehabilitation program under two conditions: (1) standing, eyes open, static visual field, and (2) standing, eyes open, dynamic visual field through virtual-reality goggles, generating horizontal optokinetic stimulation (70 degrees per second angular velocity). We recorded postural responses with a platform measuring the confidential ellipse of the center-of-pressure distribution area and sway velocity with a scalogram analyzing postural behavior by wavelets. After 6 weeks of treatment, postural response confidential ellipse and sway velocity values were lower, evincing decreased amplitudes and sway frequency contents in the scalogram by wavelet under both stimulation paradigm conditions. These findings suggest postural adaptation under the two perceptual conditions when patients had static and dynamic visual fields. The possibility of treating elderly fallers with balance disorders using a virtual-reality environmental stimulation reproduction system is discussed.