Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Friday, October 6, 2023

Virtual reality—enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics

You really think your hospital will fork over the money to get virtual realty for stroke? They can't even get you any kind of music for rehab.

Virtual reality—enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics

Abstract

Background

Optic flow—the apparent visual motion experienced while moving—is absent during treadmill walking. With virtual reality (VR), optic flow can be controlled to mediate alterations in human walking. The aim of this study was to investigate (1) the effects of fully immersive VR and optic flow speed manipulation on gait biomechanics, simulator sickness, and enjoyment in people post-stroke and healthy people, and (2) the effects of the level of immersion on optic flow speed and sense of presence.

Methods

Sixteen people post-stroke and 16 healthy controls performed two VR-enhanced treadmill walking sessions: the semi-immersive GRAIL session and fully immersive head-mounted display (HMD) session. Both consisted of five walking trials. After two habituation trials (without and with VR), participants walked three more trials under the following conditions: matched, slow, and fast optic flow. Primary outcome measures were spatiotemporal parameters and lower limb kinematics. Secondary outcomes (simulator sickness, enjoyment, and sense of presence) were assessed with the Simulator Sickness Questionnaire, Visual Analogue Scales, and Igroup Presence Questionnaire.

Results

When walking with the immersive HMD, the stroke group walked with a significantly slower cadence (-3.69strides/min, p = 0.006), longer stride time (+ 0.10 s, p = 0.017) and stance time for the unaffected leg (+ 1.47%, p = 0.001) and reduced swing time for the unaffected leg (− 1.47%, p = 0.001). Both groups responded to the optic flow speed manipulation such that people accelerated with a slow optic flow and decelerated with a fast optic flow. Compared to the semi-immersive GRAIL session, manipulating the optic flow speed with the fully immersive HMD had a greater effect on gait biomechanics whilst also eliciting a higher sense of presence.

Conclusion

Adding fully immersive VR while walking on a self-paced treadmill led to a more cautious gait pattern in people post-stroke. However, walking with the HMD was well tolerated and enjoyable. People post-stroke altered their gait parameters when optic flow speed was manipulated and showed greater alterations with the fully-immersive HMD. Further work is needed to determine the most effective type of optic flow speed manipulation as well as which other principles need to be implemented to positively influence the gait pattern of people post-stroke.

Trial registration number: The study was pre-registered at ClinicalTrials.gov (NCT04521829).

Background

In recent years, virtual reality (VR) has been on the rise in the field of healthcare. Over the last 20 years, the popularity and use of VR for physical rehabilitation alone increased remarkably, with increasing evidence supporting its use [1, 2]. However, VR that is used today for physical rehabilitation are often video gaming consoles and were initially designed for entertainment purposes instead of rehabilitation [3]. Consequently, they do not incorporate rehabilitation and motor learning principles to optimally enhance motor rehabilitation. Hence, VR games specifically built for different rehabilitation purposes are required to achieve optimal rehabilitation [3].

One of these rehabilitation purposes that could benefit from VR is post-stroke gait rehabilitation. Post-stroke gait rehabilitation remains a major clinical challenge. Two-thirds of all stroke survivors suffer from walking impairments, causing them to experience a decrease in activities of daily living, level of participation and quality of life [4,5,6]. People post-stroke often have an asymmetric gait pattern characterized by a shorter stance time and longer swing time of the affected limb and a longer stance time and shorter swing time of the unaffected limb [7]. This asymmetry leads to alterations in step length and a reduced walking speed and cadence [7]. In order to improve these impairments, people post-stroke often receive treadmill training, a repetitive and task-specific gait training that has the potential to enhance neural plasticity—the ability to create permanent structural and functional changes of the brain and spinal cord—which is vital to trigger the learning process of the sensorimotor system [8, 9].

Controlling our locomotion is a complex, multisensory process and involves the integration of visual, vestibular, and proprioceptive information [10]. An important source of visual information used to guide locomotion is optic flow. Optic flow refers to the pattern of visual motion experienced while moving around and is being projected onto the retina of the eye. It provides us with information about the direction and speed of locomotion [10, 11]. During normal walking, the optic flow and proprioceptive information are congruent. However, with the use of VR, the speed of optic flow can be manipulated in such way that there is a mismatch between the optic flow and the proprioceptive information of the lower limbs [12]. As a result, people will adjust their gait pattern in order to diminish this incongruity [13].

Optic flow speed and its influence on locomotion has been examined in the healthy population [14,15,16,17,18] and more specific in older adults [19], but also in several clinical populations, such as neurological patients [13, 20,21,22]. It is suggested that optic flow can exert an influence on locomotion, but there are conflicting results between populations [10, 13]. In general, it seems that healthy people will increase their walking speed with a slower optic flow and decrease their speed with a faster optic flow [14,15,16, 18]. This strategy can be altered in patients with neurological diseases due to damage in brain areas involved in the perception and use of optic flow [10]. For example, Schubert and colleagues (2005) found that due to the overreliance on visual information in Parkinson’s disease patients, optic flow speed manipulations led to exaggerated walking speed responses compared to healthy people [20]. On the other hand, the study by Lim et al. reported that cerebral palsy children used an opposite strategy and increased their walking speed with a fast optic flow speed and vice versa [23]. It is assumed that people post-stroke still have the ability to use optic flow information during walking, but alterations are possible and responses can be heterogeneous between individuals, depending on the location of the brain lesion [10]. With the use of VR, the selective manipulation of optic flow could be used to induce desired locomotor changes, such as an increase in walking speed, and therefore has the potential to advance the field of post-stroke gait rehabilitation. However, studies about the effect of optic flow speed on locomotion in people post-stroke are still scarce [13, 22]. Given the potential of optic flow speed manipulation, further exploration is necessary to determine how such manipulation could be useful for rehabilitation purposes. A more in-depth analysis of how optic flow speed influences the gait pattern in people post-stroke is needed.

Two key aspects of VR are immersion and sense of presence. Based on the level of immersion, VR devices and systems can be classified into two categories: (1) Semi-immersive or non-immersive VR systems, who let the user perceive both real world and a part of the virtual environment (e.g. TV-screens, projection screens), and (2) Fully immersive VR systems, who fully integrate the user into the virtual environment, by blocking out perception of the real world (e.g. head-mounted displays (HMD)) [24]. The level of immersion has an impact on the user’s VR experience by influencing the sense of presence (i.e. the feeling of being physically present in the virtual world), with stronger feelings of ‘being physically present’ during exposure in more immersive virtual environments [25, 26]. With semi-immersive VR systems participants are still perceiving the real environment and thus also the real optic flow while walking. Therefore, it is expected that the effect of optic flow speed manipulations on gait will be more limited in a non – or semi-immersive virtual environment, compared to a fully immersive virtual environment. However, to the best of our knowledge, no research has been performed so far on the effect of immersion on optic flow speed manipulations.

For these reasons, the aim of this study was three-fold: (1) to investigate the effect of adding fully immersive VR while walking on a self-paced treadmill on the gait biomechanics, simulator sickness and enjoyment, in people post-stroke and healthy people, (2) to investigate the effect of optic flow speed manipulation (two times faster and two times slower than their comfortable walking speed) on the gait biomechanics, in people post-stroke and healthy people and (3) to investigate the effect of the level of immersion (semi-immersive vs. fully immersive) during walking with different optic flow speeds on the gait biomechanics and level of presence, in people post-stroke and healthy people. We hypothesized that: (1) adding fully immersive VR while walking on a self-paced treadmill will alter the gait biomechanics in both groups, (2) both healthy people and people post-stroke will alter their gait pattern in response to the optic flow speed manipulation and (3) the effect of optic flow speed manipulation and the level of presence will be larger with the fully immersive VR.

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