The Use of Virtual Reality in Stable Sitting Trunk Rehabilitation for Stroke Patients: A Pilot Study

Wai Teng, Alexander Tan, Muhammad Fauzinizam Razali, Zaidi Mohd Ripin, Ying Heng Yeo, Jia Yi Tay, Nur-Akasyah Jaafar, Mohamad Ikhwan Zaini Ridzwan, Ping Yi Chan, Hazwani Ahmad Yusof, Muhammad Hafiz Hanafi, Zetty Noreeta Mohd Rozali
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Abstract

INTRODUCTION: Virtual reality (VR) holds promise for stroke rehabilitation. However, many existing VR systems requires users to stand while playing, posing a potential falling risk for stroke patients. This study investigated the effects of a custom-developed VR system that focus on trunk rehabilitation in stable sitting position on muscle activities, postural control, and physiological cost compared to conventional  trunk exercises in stroke patients. MATERIALS AND METHODS: A cross-sectional observational pilot study was conducted involving 12 paretic stroke subjects performing four exercises: two Conventional Trunk Exercises (CTE) and two VR-based Trunk Exercises (VRTE) using customized Tilt-The-Maze (self-paced) or Catch-The-Mole (game-paced) games. Muscle activity was measured using electromyography (EMG). Postural control data in the Anterior-Posterior (AP) and Medio-Lateral (ML) axes was recorded using a force plate, while the physiological cost was measured via a heart rate sensor during the exercises. RESULTS: The results indicated low muscle activity and light-intensity cardiovascular responses in all CTE and VRTE exercises. Game-paced VRTE recorded slightly higher Center of Pressure (CoP) velocity in the AP and ML axes versus CTE (AP:4.40±1.80 vs. 4.02±1.20 cm/s; ML:6.40±2.54 vs. 5.42±2.21 cm/s). In contrast, the self-paced VRTE showed an insignificant impact on postural control than both CTE and game-paced VRTE. CONCLUSION: The game-paced VRTE induced comparable effects on muscular activation, postural control, and physiological cost to that of CTE in stroke patients. The findings suggest the stable-sitting VR system as a supplementary approach to the existing trunk rehabilitation protocols for stroke patients.  
虚拟现实技术在脑卒中患者稳定坐姿康复中的应用:试点研究
导言:虚拟现实(VR)为中风康复带来了希望。然而,许多现有的 VR 系统要求用户在玩游戏时站着,这给中风患者带来了潜在的跌倒风险。本研究调查了定制开发的 VR 系统对中风患者肌肉活动、姿势控制和生理成本的影响,该系统侧重于稳定坐姿下的躯干康复训练。材料与方法:我们进行了一项横断面观察试验研究,12 名瘫痪的中风受试者参加了四项练习:两项传统躯干练习(CTE)和两项基于 VR 的躯干练习(VRTE),分别使用定制的 "倾斜迷宫"(自定步调)或 "捉迷藏"(游戏步调)游戏。肌肉活动通过肌电图(EMG)进行测量。使用测力板记录前后(AP)轴和中外侧(ML)轴的姿势控制数据,同时在练习过程中通过心率传感器测量生理成本。结果:结果表明,在所有 CTE 和 VRTE 运动中,肌肉活动较少,心血管反应强度较轻。游戏节奏 VRTE 在 AP 和 ML 轴记录到的压力中心(CoP)速度略高于 CTE(AP:4.40±1.80 vs. 4.02±1.20 cm/s;ML:6.40±2.54 vs. 5.42±2.21 cm/s)。相比之下,自节奏 VRTE 对姿势控制的影响比 CTE 和游戏节奏 VRTE 都要小。结论:游戏节奏 VRTE 对脑卒中患者肌肉激活、姿势控制和生理成本的影响与 CTE 相当。研究结果表明,稳定坐姿 VR 系统可作为中风患者现有躯干康复方案的补充方法。
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