The effects of virtual reality environment simulations on balance and gait rehabilitation in persons with lower extremity amputation.

IF 0.8 4区 医学 Q4 ORTHOPEDICS
Mokhtar Arazpour, Fatemeh Keshavarzi, Steven A Gard
{"title":"The effects of virtual reality environment simulations on balance and gait rehabilitation in persons with lower extremity amputation.","authors":"Mokhtar Arazpour, Fatemeh Keshavarzi, Steven A Gard","doi":"10.1097/PXR.0000000000000428","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Walking rehabilitation for individuals with lower limb amputation plays a crucial role in effectively using prostheses. The development of new technologies, such as virtual environments, will enhance our ability to improve walking in this population.</p><p><strong>Objective: </strong>To explore the potential of virtual reality in lower limb amputee rehabilitation by using immersive virtual reality environments to address gait and balance issues and evaluate outcomes in individuals with lower limb amputation.</p><p><strong>Study design: </strong>A systematic review.</p><p><strong>Methods: </strong>The search strategy, validated by all authors, conducted in five electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023. To be eligible, articles were required to have a virtual reality environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.</p><p><strong>Results: </strong>We screened 1577 documents that appeared in the search, thirty-three studies after the full-text evaluation met our inclusion criteria. Ten studies used non-immersive, eighteen used semi-immersive and three used fully immersive virtual reality simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All RCTs had focused on non-immersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.</p><p><strong>Conclusion: </strong>The effectiveness of non-immersive, semi-immersive, and fully immersive virtual reality simulations for improving balance in individuals with amputation needs more research, especially in combination with biofeedback and newer gaming technologies. This approach has the potential to enhance rehabilitation for lower limb amputees, but need specific outcome measures for evaluation.</p><p><strong>Data sources: </strong>The search strategy, validated by all authors, conducted in 5 electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023.</p><p><strong>Study selection: </strong>To be eligible, articles were required to have a VR environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.</p><p><strong>Result: </strong>We screened 1577 documents that appeared in the search, and 33 studies after the full-text evaluation met our inclusion criteria. Ten studies used nonimmersive, 18 used semiimmersive, and 3 used fully immersive VR simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All randomized controlled trials had focused on nonimmersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.</p><p><strong>Conclusions: </strong>Non-immersive VR simulations like video games can be effective for improving balance-related clinical test results in persons with amputation and may have superior benefits for older adults. Semi-immersive VR simulations can improve balance and gait symmetry. Fully immersive VR simulations in combination with subjects' biofeedback need more research to engage in walking and dynamic balance rehabilitation.</p>","PeriodicalId":49657,"journal":{"name":"Prosthetics and Orthotics International","volume":" ","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Prosthetics and Orthotics International","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1097/PXR.0000000000000428","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"ORTHOPEDICS","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Walking rehabilitation for individuals with lower limb amputation plays a crucial role in effectively using prostheses. The development of new technologies, such as virtual environments, will enhance our ability to improve walking in this population.

Objective: To explore the potential of virtual reality in lower limb amputee rehabilitation by using immersive virtual reality environments to address gait and balance issues and evaluate outcomes in individuals with lower limb amputation.

Study design: A systematic review.

Methods: The search strategy, validated by all authors, conducted in five electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023. To be eligible, articles were required to have a virtual reality environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.

Results: We screened 1577 documents that appeared in the search, thirty-three studies after the full-text evaluation met our inclusion criteria. Ten studies used non-immersive, eighteen used semi-immersive and three used fully immersive virtual reality simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All RCTs had focused on non-immersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.

Conclusion: The effectiveness of non-immersive, semi-immersive, and fully immersive virtual reality simulations for improving balance in individuals with amputation needs more research, especially in combination with biofeedback and newer gaming technologies. This approach has the potential to enhance rehabilitation for lower limb amputees, but need specific outcome measures for evaluation.

Data sources: The search strategy, validated by all authors, conducted in 5 electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023.

Study selection: To be eligible, articles were required to have a VR environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.

Result: We screened 1577 documents that appeared in the search, and 33 studies after the full-text evaluation met our inclusion criteria. Ten studies used nonimmersive, 18 used semiimmersive, and 3 used fully immersive VR simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All randomized controlled trials had focused on nonimmersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.

Conclusions: Non-immersive VR simulations like video games can be effective for improving balance-related clinical test results in persons with amputation and may have superior benefits for older adults. Semi-immersive VR simulations can improve balance and gait symmetry. Fully immersive VR simulations in combination with subjects' biofeedback need more research to engage in walking and dynamic balance rehabilitation.

虚拟现实环境模拟对下肢截肢者平衡和步态康复的影响。
背景:下肢截肢患者的行走康复对假肢的有效使用起着至关重要的作用。新技术的发展,如虚拟环境,将增强我们改善这一人群行走的能力。目的:探讨虚拟现实在下肢截肢者康复中的潜力,利用沉浸式虚拟现实环境解决下肢截肢者的步态和平衡问题,并评估结果。研究设计:系统评价。方法:在Web of Science、PubMed、Science Direct、CINAHL complete、EBSCOhost等5个电子数据库中检索自成立至2023年9月,经所有作者验证的检索策略。为了符合条件,文章需要有一个虚拟现实环境,作为对下肢截肢者的干预,目的是改善或评估他们的步态或平衡。没有对研究设计或结果测量类型的限制。结果:我们筛选了出现在检索中的1577篇文献,经过全文评估的33篇研究符合我们的纳入标准。10项研究使用非沉浸式模拟,18项使用半沉浸式模拟,3项使用完全沉浸式虚拟现实模拟。虚拟现实环境已被用于测试和训练下肢截肢者。所有随机对照试验都集中在视频游戏等非沉浸式虚拟环境中,大多数参与者是跨胫K3-K4级截肢者。结论:非沉浸式、半沉浸式和完全沉浸式虚拟现实模拟改善截肢患者平衡的有效性需要更多的研究,特别是与生物反馈和更新的游戏技术相结合。这种方法有可能增强下肢截肢者的康复,但需要具体的结果测量来评估。数据来源:检索策略,经所有作者验证,在5个电子数据库(Web of Science, PubMed, Science Direct, CINAHL complete, EBSCOhost)中进行,检索时间自成立至2023年9月。研究选择:为了符合条件,文章需要具有VR环境作为对下肢截肢者的干预,目的是改善或评估他们的步态或平衡。没有对研究设计或结果测量类型的限制。结果:我们筛选了出现在检索中的1577篇文献,经全文评估后有33篇研究符合我们的纳入标准。10项研究采用非沉浸式VR模拟,18项采用半沉浸式VR模拟,3项采用完全沉浸式VR模拟。虚拟现实环境已被用于测试和训练下肢截肢者。所有随机对照试验都集中在视频游戏等非沉浸式虚拟环境中,大多数参与者是跨胫K3-K4级截肢者。结论:视频游戏等非沉浸式VR模拟可以有效改善截肢患者的平衡相关临床测试结果,对老年人可能有更大的益处。半沉浸式VR模拟可以改善平衡和步态对称性。完全沉浸式VR模拟与受试者生物反馈相结合,需要更多的研究来参与步行和动态平衡康复。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
2.30
自引率
13.30%
发文量
208
审稿时长
6-12 weeks
期刊介绍: Prosthetics and Orthotics International is an international, multidisciplinary journal for all professionals who have an interest in the medical, clinical, rehabilitation, technical, educational and research aspects of prosthetics, orthotics and rehabilitation engineering, as well as their related topics.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信