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.

Showing posts with label virtual reality training. Show all posts
Showing posts with label virtual reality training. Show all posts

Saturday, May 26, 2018

Impact of Virtual Reality Training in Rehabilitation of Stroke Patients: A Cross Sectional Review

Once again this should have been totally unnecessary since that public database of all continually updated stroke research would have this. But since we have NO stroke leadership and NO stroke strategy we get wastes of time like this all the time.
Earlier research on this which I'm sure your doctor knows nothing of;

 Impact of Virtual Reality Training in Rehabilitation of Stroke Patients: A Cross Sectional Review


Shirana Asmi Farook, Kshtrashal Singh, Susmitha Govind, Yu Chye Wah


Abstract


Introduction: Those who receive virtual reality training, they train through digital environment. The new modern technology starts from simple computer to virtually designed audio visual aids. This virtual therapy is the system were patient is exposed to harmless objects and equipment’s which boost their confidence level for better performance. There are so many diseases which are treated under virtual therapy, which includes stroke to achieve muscle power with better control and improvement social behavioral aspects. Much research has been done on this subject. For instance, the University of Ulster, Northern Ireland, conducted numerous researches and applications for stroke rehabilitation games using virtual reality therapy training. Stroke is a leading cause of long-term disability with up to 76% of people with stroke experiencing a paralysis of the upper limbs at onset. Stroke rehabilitation plays an important role in recovering the lifestyle of stroke survivors. Although, rehabilitation programs can enhance the recovery of upper-limb function, the effectiveness of therapeutic interventions is generally less pronounced in the upper limbs than in the lower limbs; 55–75% of stroke survivors continue toexperience functional limitations in their upper extremities 3–6 months after a stroke. So many of stroke patients suffer permanent disabilities and compromise their quality of life. That kind of patient seriously require virtual rehabilitation program for better quality of life. 
Objective: The objective of this study to find out the effectiveness of virtual reality training in the rehabilitation of stroke patients, as they have been shown to be more effective and engaging than conventional rehabilitation therapy. 
Methods and Materials: The research has been conducted for duration of 4 months from November 2017 up to February 2018. Systemic review research design has been chosen to conduct this research. An extensive search of books, journals and electronic databases (PubMed, British Journal, Hindawi, Clinical Key) using key words was performed. A list of journals and articles were reviewed and almost all of them supported the effectiveness of virtual reality therapy.  
Results: It was then concluded that virtual reality therapy is effective in the rehabilitation of stroke patients when compared to no treatment or conventional treatment. (Wrong comparison, it should have been to other virtual reality systems. Now followup research needs to be done to find the best virtual reality system and write a protocol on it.)

Keywords: Virtual reality training, rehabilitation, stroke

Cite this Article
Shirana Asmi Farook, Kshtrashal Singh, Susmitha Govind et al. Impact of Virtual Reality Training in Rehabilitation of Stroke Patients: A Cross Sectional Review. Research and Reviews: Journal of Neuroscience. 2018; 8(1): 16–20p.

Tuesday, January 9, 2018

Personalized upper limb training combined with anodal-tDCS for sensorimotor recovery in spastic hemiparesis: study protocol for a randomized controlled trial

Notice that they are limiting the functionality to a subset of full reaching. So if you have spasticity you are screwed.  That is being fucking lazy in not tackling the difficult cases.  The lazy rot in stroke research reaches around the world.
https://trialsjournal.biomedcentral.com/articles/10.1186/s13063-017-2377-6
  • Mindy F. Levin1, 2, 8Email author,
  • Melanie  C. Baniña 1, 2,
  • Silvi Frenkel-Toledo3, 4,
  • Sigal Berman5,
  • Nachum Soroker4, 6,
  • John M. Solomon7 and
  • Dario G. Liebermann3
Trials201819:7
Received: 14 February 2017
Accepted: 8 November 2017
Published: 4 January 2018

Abstract

Background

Recovery of voluntary movement is a main rehabilitation goal. Efforts to identify effective upper limb (UL) interventions after stroke have been unsatisfactory. This study includes personalized impairment-based UL reaching training in virtual reality (VR) combined with non-invasive brain stimulation to enhance motor learning. The approach is guided by limiting reaching training to the angular zone in which active control is preserved (“active control zone”) after identification of a “spasticity zone”. Anodal transcranial direct current stimulation (a-tDCS) is used to facilitate activation of the affected hemisphere and enhance inter-hemispheric balance. The purpose of the study is to investigate the effectiveness of personalized reaching training, with and without a-tDCS, to increase the range of active elbow control and improve UL function.

Methods

This single-blind randomized controlled trial will take place at four academic rehabilitation centers in Canada, India and Israel. The intervention involves 10 days of personalized VR reaching training with both groups receiving the same intensity of treatment. Participants with sub-acute stroke aged 25 to 80 years with elbow spasticity will be randomized to one of three groups: personalized training (reaching within individually determined active control zones) with a-tDCS (group 1) or sham-tDCS (group 2), or non-personalized training (reaching regardless of active control zones) with a-tDCS (group 3). A baseline assessment will be performed at randomization and two follow-up assessments will occur at the end of the intervention and at 1 month post intervention. Main outcomes are elbow-flexor spatial threshold and ratio of spasticity zone to full elbow-extension range. Secondary outcomes include the Modified Ashworth Scale, Fugl-Meyer Assessment, Streamlined Wolf Motor Function Test and UL kinematics during a standardized reach-to-grasp task.

Discussion

This study will provide evidence on the effectiveness of personalized treatment on spasticity and UL motor ability and feasibility of using low-cost interventions in low-to-middle-income countries.

Trial registration

ClinicalTrials.gov, ID: NCT02725853. Initially registered on 12 January 2016.

Wednesday, December 20, 2017

Virtual Reality Training Gets Similar Results for Stroke Rehab

Already 10 days old so it should soon be available in your stroke hospital. Unless everyone from the president and board of directors and on down is incompetent. What is your definition of stroke incompetency?
https://www.medscape.com/viewarticle/890387
December 19, 2017
Using a new virtual reality approach to rehabilitation training had similar benefits to conventional therapy for arm motor function in patients in the subacute phase of stroke in a new study.
The VIRTUES study, published in the December 12 issue of Neurology, was conducted by a team led by Iris Brunner, PhD, University of Bergen, Norway.
"We had hoped that the virtual reality approach would lead to better functional improvement than the conventional approach as previous studies have suggested the virtual reality training allows more intensive exercise as patients appear to be active for a larger part of each session," Dr Brunner commented to Medscape Medical News
"But having the same outcome as conventional training is still a good result," she said. "Therapists can supervise several different patients on these devices at the same time in a hospital setting and so should be able to deliver more treatment."
The researchers note that most patients in both groups, even those with initially severe distal paresis, showed substantial increases in arm motor function. "This implies that different training modalities can contribute to improvement and may be applied according to patient preference," they say.
Dr Brunner added: "In future there will be more opportunity for patients to be able to do this virtual reality training at home supported by a remote therapist, which will further increase the amount of therapy able to be delivered. This is the primary aim as we know that more intensive therapy gets better outcomes. This is most crucial in the first few weeks after a stroke — where we have a golden opportunity to exploit the recovery potential. And this virtual reality technology will help us do that."
The current study compared virtual reality training with conventional training for arm function on top of standard rehabilitation.
Dr Brunner explained that standard rehabilitation varies but normally entails some physiotherapy, some occupational therapy, and some speech and language therapy according to individual needs.

Thursday, November 30, 2017

Virtual reality rehabilitation for stroke patients: Recent review and research issues

Your doctor was correct in not reading or bringing in all those older research trials on VR. No point in being a leader when you can just wait for a review like this and bring in the best. Except that your doctor probably won't read this review either. You'll have to take on the challenge of training your doctor of the finer and newer points of stroke rehab. Good luck with that, hope your doctor is trainable. And all those earlier stroke patients that could have been helped by bringing in VR earlier. Well, so what?
http://aip.scitation.org/doi/abs/10.1063/1.5012226

AIP Conference Proceedings 1905, 050007 (2017); https://doi.org/10.1063/1.5012226
Stroke is one of the main causes of disability in the world. In order for stroke survivors to reduce their disability, they need to go through a rehabilitation process to regain back their independence and improve their quality of life. To guide patients in their rehabilitation process and improve their receptiveness in performing repetitive exercises, a new rehabilitation training program using Virtual Reality (VR) technology has been introduced. This has attracted many researchers to explore more on VR technology as a new tool for stroke patient’s rehabilitation. This paper presents a review on existing VR systems that have been developed for stroke rehabilitation. First, recent VR systems utilized for rehabilitation after stroke are delineated and categorized. Each of these categories concludes with a discussion on limitations and any issues that arise from it. Finally, a concise summary with significant findings and future possibilities in VR rehabilitation research is presented in table format.

Tuesday, June 21, 2016

Researchers devise a smarter way for stroke patients to rehabilitate

Actually college students did this. Why don't our stroke associations put out a challenge to students to design stroke rehabilitation interventions? Probably much more innovative stuff will come out of that than anyplace else. But we have ossified thinkers in our stroke associations and our boards of directors are ok with such incompetence. I bet this will never make it to a stroke protocol because we have NO stroke leadership pushing good ideas forward.
http://medicalxpress.com/news/2016-06-smarter-patients.html
 Inexpensive Wearables and a Smartphone Aid Stroke Rehabilitation. Credit: New York University
A team of students from the NYU Tandon School of Engineering is using smartphones to improve the arduous and repetitive process patients must typically undergo to relearn the basic skills they lose after suffering a stroke.
The centerpieces are wearable mechatronic devices: a jacket to measure arm placement, a glove to measure wrist and finger placement and finger joint angles, and a finger trainer built of hand-friendly, compliant material. All are connected inexpensively by a smartphone. When a patient performs an exercise assigned by a physician or physical therapist, microcontrollers quantify the action—measuring grip strength, for example—and display that information via the smartphone to both the patient and medical provider. Rather than mindlessly repeat the exercise, patients engage in a that allows them to observe the performance of the unaffected side of the body and mimic the same performance on the affected side.
Rehabilitation in a clinical setting renders patients dependent on caregivers and therapists, but using smartphone technology allows stroke survivors to make great strides within their own homes, boosting morale and motivating them to continue rehabilitating their stroke-related disabilities. Because the microcontrollers are attached to easy-to-wear garments, exercising can be seamlessly integrated into a patient's day-to-day activities rather than treated as a separate, unwelcome task. Additionally, the cost-effective system, which the students project will sell for under $1,000, provides measurement results correlating to existing research-standard devices selling for eight times that amount.


Elements of low-cost tele-rehabilitation system. Credit: New York University
"Smartphone-integrated stroke rehabilitation is a marked improvement over the conventional treatment programs of the past," said NYU Tandon Professor of Mechanical and Aerospace Engineering Vikram Kapila, who guided the students. "The medical community acknowledges that while the central nervous system is highly adaptive and has the ability to regain functions with concerted effort, a patient must assiduously practice those regained skills. This makes stroke rehab a long and sometimes trying ordeal. Providing patients with immediate feedback and placing that feedback in the context of a virtual reality game that they can use within their own homes is definitely encouraging and motivational."
In addition to Kapila, who oversees NYU Tandon's Mechatronics Lab, Preeti Raghavan, M.D., of NYU Langone's Rusk Rehabilitation Ambulatory Care Center helped Ashwin Raj Kumar and Sai Prasanth Krishnamoorthy, the students who helped transform the original idea into a working prototype.
The team recently took third place in BMEidea, the nation's leading competition for biomedical and bioengineering students. The annual challenge is sponsored by VentureWell, a nonprofit higher education network that cultivates revolutionary ideas and promising inventions. The entries—each of which must pioneer a health-related technology that addresses a real clinical need—are judged on technical, economic, and regulatory feasibility; contribution to human health and quality of life; technological innovation; and potential for commercialization.


Special jacket for stroke rehabilitation. Credit: New York University
"It is an honor to place in a competition as prestigious as BMEidea," said Raj Kumar, a doctoral candidate in mechanical and . "We are very grateful for the guidance and mentoring of Professor Kapila and Dr. Raghavan."
Added Krishnamoorthy, a master's degree student in mechatronics and robotics engineering: "We are also excited that our work may one day make life easier and more rewarding for the many people who suffer from strokes each year."
"I congratulate the students and their faculty mentors on this recognition," NYU Tandon Dean Katepalli R. Sreenivasan said. "This is a testament to both the fine quality of our aspiring engineers and NYU's commitment to invaluable cross-disciplinary research that allows technology to be used in service to society."
Next steps for the students include forming a company with the patent-pending technology and launching a startup at the NYU Tandon new-business incubators. They are currently refining their prototype and expect to shortly begin working with several patients from around the world including their native India.
Researchers devise a smarter way for stroke patients to rehabilitate


Training fingers to react properly. Credit: New York University 
Pictures at link.

Wednesday, June 10, 2015

The visual amplification of goal-oriented movements counteracts acquired non-use in hemiparetic stroke patients

I'm quite sure this is damned important to your recovery. If it is not in your hospital in a week, call your hospital president and ask why their stroke department is so f*cking incompetent. The beatings will continue until your hospital is updating stroke protocols on a weekly basis. This is really the responsibility of the presidents of the ASA and NSA to ride herd on stroke hospitals to make sure they are up-to-date on all the latest and are running research to prove the next breakthrough.
Your replies:
Matt Lopez, president of the NSA
 Dr. Mariel Jessup, president of the ASA

http://www.jneuroengrehab.com/content/12/1/50 
Belén Rubio Ballester1*, Jens Nirme1, Esther Duarte2, Ampar Cuxart3, Susana Rodriguez3, Paul Verschure14 and Armin Duff1
1 Laboratory of Synthetic Perceptive, Emotive and Cognitive Systems, Center of Autonomous Systems and Neurorobotics, Pompeu Fabra, Roc Boronat, Barcelona, Spain
2 Servei de Medicina Física I Rehabilitació, Hospitals del Mar I l’Esperanç, Institut Hospital del Mar d’Investigacions Médiques, Barcelona, Spain
3 Servei de Medicina Física i Rehabilitació, Hospital Universitari Vall dHebron, Barcelona, Spain
4 ICREA, Institució Catalana de Recerca i Estudis Avançats, Passeig Lluís Companys, Barcelona, Spain
For all author emails, please log on.
Journal of NeuroEngineering and Rehabilitation 2015, 12:50  doi:10.1186/s12984-015-0039-z
The electronic version of this article is the complete one and can be found online at: http://www.jneuroengrehab.com/content/12/1/50

Received:5 February 2015
Accepted:13 May 2015
Published:9 June 2015
© 2015 Rubio Ballester et al.

This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.

Abstract

Background

Stroke-induced impairments result from both primary and secondary causes, i.e. damage to the brain and the acquired non-use of the impaired limbs. Indeed, stroke patients often under-utilize their paretic limb despite sufficient residual motor function. We hypothesize that acquired non-use can be overcome by reinforcement-based training strategies.

Methods

Hemiparetic stroke patients (n = 20, 11 males, 9 right-sided hemiparesis) were asked to reach targets appearing in either the real world or in a virtual environment. Sessions were divided into 3 phases: baseline, intervention and washout. During the intervention the movement of the virtual representation of the patients’ paretic limb was amplified towards the target.

Results

We found that the probability of using the paretic limb during washout was significantly higher in comparison to baseline. Patients showed generalization of these results by displaying a more substantial workspace in real world task. These gains correlated with changes in effector selection patterns.

Conclusions

The amplification of the movement of the paretic limb in a virtual environment promotes the use of the paretic limb in stroke patients. Our findings indicate that reinforcement-based therapies may be an effective approach for counteracting learned non-use and may modulate motor performance in the real world.

Friday, March 13, 2015

VIRTUAL REHABILITATION AND ITS APPLICATION TO STROKE VICTIMS’ HAND FUNCTION

You'll have to have your doctor translate this into a stroke protocol and then ask for it to be put on the web. Since the hand is the hardest to recover your doctor should be jumping for joy to be able to actually provide some useable hand rehabilitation to you. It's only 8 pages long.

VIRTUAL REHABILITATION AND ITS APPLICATION TO STROKE VICTIMS' HAND FUNCTION

 

 


Michael Gabrin (mrg61@pitt.edu, Budny 10:00), Sam Phillip (srp70@pitt.edu, Budny 10:00)


     Abstract-Many victims of stroke require rehabilitation after their surgical procedure/event. Virtual rehabilitation is the use of virtual reality (VR) combined with traditional physical therapy techniques to create an interactive VR environment for the patient. This paper will explore the three technological elements (smart gloves, Time of Flight (TOF) cameras, and computer software) behind virtual rehabilitation in the recovery of hand function for post-stroke victims, and highlight how the technology creates a medium between computer engineering and bioengineering. The smart gloves and TOF camera are used for hand movement data collection. Although it can be sluggish, the data collected from the Smart Glove is more accurate than the data collected by the TOF camera. To counter the sluggish nature of the gloves, the TOF camera provides a real-time visual representation of the patient’s movements. The computer system analyzes the data from the gloves and the camera to evaluate the level of success achieved by the patient.
     This paper will explore the technological elements of virtual rehabilitation and their application in the fields of medicine and engineering. It will focus on the computer engineering aspects of these elements. It will begin by giving an overview of the technology as a whole. From there, it will go into further detail about the different elements. It will conclude by discussing the relevance of these components and their application. 

Saturday, November 22, 2014

Design Factors of Virtual Environments for Upper Limb Motor Rehabilitation of Stroke Patients

Your hospital can just buy the damn article and implement it. They don't even have to think which is a good thing since your hospital hasn't spent any time in the last 30 years figuring out how to get stroke survivors rehabbed better. I expect hundreds of hospitals responding back with the details of their stroke protocols.
http://dl.acm.org/citation.cfm?id=2676700
Stroke survivors are often left with motor disabilities. Virtual environments for motor therapy are an emerging strategy to motivate, entertain or engage the rehabilitation patient to the therapy after stroke. The design of these specialized virtual environments requires to meet the needs of patients and therapists, which is not a simple task. To support the design of these applications a number of recommendations for the developers have been proposed in literature. Here, a taxonomy is proposed to classify the identified principles, criteria, implications, usability factors or guidelines on which the recommendations are based. The taxonomy identifies key factors in the design of virtual environments for upper limb motor therapy. The taxonomy is organized into three categories corresponding to different stages of the therapy: configuration of the exercise, assistance during the execution of the exercise and management of therapy results. We believe that agglutinating and organizing design factors into a taxonomy may reduce development times, facilitate communication between developers and clinical counterparts and increase chances of therapeutic validity.
Full Text: PDFPDF Buy this ArticleBuy this Article
Authors: Cristina Ramírez-Fernández Facultad de Ciencias, Universidad Autónoma de Baja California, Ensenada, México
Alberto L. Morán Facultad de Ciencias, Universidad Autónoma de Baja California, Ensenada, México
Eloísa García-Canseco Facultad de Ciencias, Universidad Autónoma de Baja California, Ensenada, México
Felipe Orihuela-Espina Instituto Nacional de Astrofísica, Óptica y Electrónica, Puebla, México
Design Factors of Virtual Environments for Upper Limb Motor Rehabilitation of Stroke Patients Published by ACM 2014 Article
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ACM New York, NY, USA ©2014
table of contents ISBN: 978-1-4503-3285-9 doi>10.1145/2676690.2676700

Monday, March 17, 2014

It's how you get there: walking down a virtual alley activates premotor and parietal areas -

I'm sure your doctor and therapists will implement changes to your stroke protocols in the next week based on this. Or maybe you would rather wait 30 years to have your next stroke to make sure that these research findings are finally available to the general stroke population.
http://journal.frontiersin.org/Journal/10.3389/fnhum.2014.00093/full?
Johanna Wagner1, Teodoro Solis-Escalante1,2, Reinhold Scherer1,3*, Christa Neuper1,4 and Gernot Müller-Putz1

    1Laboratory of Brain-Computer Interfaces, Institute for Knowledge Discovery, BioTechMed, Graz University of Technology, Graz, Austria
    2Department of Biomechanical Engineering, Delft University of Technology, Delft, Netherlands
    3Rehabilitation Clinic Judendorf-Strassengel, Judendorf-Strassengel, Austria
    4Department of Psychology, BioTechMed, University of Graz, Graz, Austria

Voluntary drive is crucial for motor learning, therefore we are interested in the role that motor planning plays in gait movements. In this study we examined the impact of an interactive Virtual Environment (VE) feedback task on the EEG patterns during robot assisted walking. We compared walking in the VE modality to two control conditions: walking with a visual attention paradigm, in which visual stimuli were unrelated to the motor task; and walking with mirror feedback, in which participants observed their own movements. Eleven healthy participants were considered. Application of independent component analysis to the EEG revealed three independent component clusters in premotor and parietal areas showing increased activity during walking with the adaptive VE training paradigm compared to the control conditions. During the interactive VE walking task spectral power in frequency ranges 8–12, 15–20, and 23–40 Hz was significantly (p ≤ 0.05) decreased. This power decrease is interpreted as a correlate of an active cortical area. Furthermore activity in the premotor cortex revealed gait cycle related modulations significantly different (p ≤ 0.05) from baseline in the frequency range 23–40 Hz during walking. These modulations were significantly (p ≤ 0.05) reduced depending on gait cycle phases in the interactive VE walking task compared to the control conditions. We demonstrate that premotor and parietal areas show increased activity during walking with the adaptive VE training paradigm, when compared to walking with mirror- and movement unrelated feedback. Previous research has related a premotor-parietal network to motor planning and motor intention. We argue that movement related interactive feedback enhances motor planning and motor intention. We hypothesize that this might improve gait recovery during rehabilitation.
1. Introduction

Gait recovery is a major rehabilitation goal in post-stroke therapy. Impairments in normal gait affect balance, stride length, walking speed, obstacle avoidance and endurance. These factors often lead to an increased risk of falls and related injuries (Said et al., 1999). In consequence, affected individuals are not able to react adequately and promptly to demands within their environment, which hinders them in performing activities of daily living autonomously (Duncan et al., 1998).

- See more at: http://journal.frontiersin.org/Journal/10.3389/fnhum.2014.00093/full?#sthash.0EXaW6KO.dpuf
  • 1Laboratory of Brain-Computer Interfaces, Institute for Knowledge Discovery, BioTechMed, Graz University of Technology, Graz, Austria
  • 2Department of Biomechanical Engineering, Delft University of Technology, Delft, Netherlands
  • 3Rehabilitation Clinic Judendorf-Strassengel, Judendorf-Strassengel, Austria
  • 4Department of Psychology, BioTechMed, University of Graz, Graz, Austria
Voluntary drive is crucial for motor learning, therefore we are interested in the role that motor planning plays in gait movements. In this study we examined the impact of an interactive Virtual Environment (VE) feedback task on the EEG patterns during robot assisted walking. We compared walking in the VE modality to two control conditions: walking with a visual attention paradigm, in which visual stimuli were unrelated to the motor task; and walking with mirror feedback, in which participants observed their own movements. Eleven healthy participants were considered. Application of independent component analysis to the EEG revealed three independent component clusters in premotor and parietal areas showing increased activity during walking with the adaptive VE training paradigm compared to the control conditions. During the interactive VE walking task spectral power in frequency ranges 8–12, 15–20, and 23–40 Hz was significantly (p ≤ 0.05) decreased. This power decrease is interpreted as a correlate of an active cortical area. Furthermore activity in the premotor cortex revealed gait cycle related modulations significantly different (p ≤ 0.05) from baseline in the frequency range 23–40 Hz during walking. These modulations were significantly (p ≤ 0.05) reduced depending on gait cycle phases in the interactive VE walking task compared to the control conditions. We demonstrate that premotor and parietal areas show increased activity during walking with the adaptive VE training paradigm, when compared to walking with mirror- and movement unrelated feedback. Previous research has related a premotor-parietal network to motor planning and motor intention. We argue that movement related interactive feedback enhances motor planning and motor intention. We hypothesize that this might improve gait recovery during rehabilitation.

1. Introduction

Gait recovery is a major rehabilitation goal in post-stroke therapy. Impairments in normal gait affect balance, stride length, walking speed, obstacle avoidance and endurance. These factors often lead to an increased risk of falls and related injuries (Said et al., 1999). In consequence, affected individuals are not able to react adequately and promptly to demands within their environment, which hinders them in performing activities of daily living autonomously (Duncan et al., 1998).
- See more at: http://journal.frontiersin.org/Journal/10.3389/fnhum.2014.00093/full?#sthash.0EXaW6KO.dpuf

Thursday, December 19, 2013

Virtual Reality Arm Supported Training Reduces Motor Impairment In Two Patients with Severe Hemiparesis

http://www.jscimedcentral.com/Neuroscience/Articles/neuroscience-1-1018.php
Przybyla1,2, Good DC2 and Sainburg RL1,2*
1Department of Kinesiology, Pennsylvania State University, 29 Recreation Building,University Park, PA 16802, USA
2Department of Neurology, Penn State Hershey Medical Center, 500 University Drive,Hershey, PA 17033, USA

Stroke is one of the leading causes of motor disability in the United States [1]. Although conventional therapies involve different forms of movement practice, technological advances have allowed the development of interactive therapies using robotics and other computer based interventions, such as virtual reality and computer games. These approaches have the advantages of monitoring movement features on a continuous and incremental basis, as well as providing feedback to patients about instantaneous performance. To date, such approaches have overwhelmingly focused on patients with mild motor deficits [2]. This is likely related to the fact that motor disabilities reduce a patient’s ability to interact with such systems, and because patients with more severe disorders show smaller responses to intervention. In fact, a recent review by Coupar and colleagues suggested that the level of initial severity of motor deficits is the most important predictive factor for recovery of function in the upper limb [3]. Patients with moderate to severe paresis tend to have limited active range of motion due to decreased voluntary control, abnormal synergies, and spasticity. However, movement range can be systematically increased when the limb is supported against gravity in patients with moderate to severe paresis [4-6]. We now combine the approaches of supporting the arm against gravity with a virtual reality interactive design that is tailored to the patients’ abilities in two individuals with chronic and severe hemiparesis. The patients’ arms are supported on a friction free air-sled system to remove the effects of gravity and friction and optimize range of motion in the horizontal plane. We present an interactive computer-game system using our custom virtual reality display system, adjusting the gain of the feedback to encourage maximal engagement in the game-like reaching task. We then adjust feedback gains, in accord with improvements in movement amplitude, in order to encourage continuous adaptation. We evaluate a 4-week training regime by assessing reaching performance during a 3-dimensional unsupported reaching task, as well as, assessing changes in dysfunction level, using the Fugl-Meyer Motor Assessment (FMA) protocol [7]. Following a 4-week training protocol, involving 3 one-hour sessions per week, our results show significant improvements in movement range and quality during unsupported reaching and clinically significant improvements in the FMA of sensorimotor dysfunction.

Friday, December 13, 2013

Portable virtual reality rehab for stroke victims

And when will your hospital start using newer technologies like this? Do they even know such technologies exist?

I still like the cockroach stomping game

PolyU-developed "KineLabs" Adds Fun to Stroke Rehabilitation and Elderly Exercise  

 
http://medicalxpress.com/news/2013-12-portable-virtual-reality-rehab-victims.html
A portable virtual reality device improves neuroplasticity for quicker recovery. It is conquering hospitals around the world. It is being validated by the CHUV hospital in Lausanne, Switzerland and soon by the Stanford Stroke Center in the United States.
The Mindmaze platform, developed by a spin-off of the EPFL, Laboratory of Cognitive Neuroscience, is the first to enable the rehabilitation and personalized tracking of people affected by a stroke through fun and stimulating virtual reality exercises. The patient can practice alone, pause to recover, and resume as many times as necessary. It is now possible to maximize hours of training per day to ensure a better recovery. The device, named MindPlayPRO, also allows clinicians and caregivers to effectively handle several patients simultaneously. The start-up is set to receive a second Business Angels investment of half a million Swiss francs after the 2.7 million collected in 2012. It is also poised to complete a major round of financing.
Placed at the patient's bedside, the MindPlayPRO system has two screens on articulated arms. Caregivers can program the machine and obtain data from a high-resolution camera and track patient progress. The patient screen shows the 3D avatar of the patient with an exercise to perform – for example, to hit a target at the middle of a colored circle. The accuracy required can be adapted according to the patient's specific challenges. Just as with video games, successfully completing a task wins points. New cognitive exercises are being developed, which increase the gameplay along with the sophistication of training. The results allow both the medical team and the patient to track progress and adjust tasks accordingly.

More and video at link.

Saturday, June 8, 2013

UC experts looking to recover memory loss in stroke sufferer

Finally we may have something objective for this.
http://community.scoop.co.nz/2013/06/uc-experts-looking-to-recover-memory-loss-in-stroke-sufferer/
Press Release – University of Canterbury
University of Canterbury (UC) computer science and software engineering experts are looking to help recover loss of memory for people who have suffered strokes.UC experts looking to recover memory loss in stroke sufferers
June 9, 2013
University of Canterbury (UC) computer science and software engineering experts are looking to help recover loss of memory for people who have suffered strokes.
People who suffer strokes usually undergo substantial rehabilitation in the hope of restoring their memory to where it was.
Currently, there is not a rehabilitation process to restore people’s memory, only their physical movement.
The UC research team, headed by computer science and software engineering professor Tanja Mitrovic, has received an $830,000 Marsden Fund grant to help stroke survivors.
Research team member Dr Moffat Mathews says research shows brain training could improve functioning and positively affect quality of life, while current customised rehabilitation was labour-intensive and expensive.
“Loss of memory – or forgetting to remember – is common among stroke patients and other patients with brain injury. Unfortunately, this is one of the main reasons that requires patients to be under 24 hour care, usually for the rest of their lives, as their quality of life, particularly in regards to safety, deteriorates with loss of memory.
“Stroke is the third largest killer disease in New Zealand and the western world. With our ageing population, this issue is becoming more important, both in terms of quality of life, and in terms of cost to the patient.
“Researchers have found that the brain can re-wire itself to re-learn skills lost due to injury. This is what we are trialling in this project.
“We are using a simple technique called visual mnemonics to help patients encode cue-to-action associations so that they are better recalled when the cue is seen later.
“Our end goal is to create an intelligent virtual reality training environment in which patients can retrain their memory using this technique when performing basic skills,’’ Dr Mathews says.
“We are hoping to do a similar study with stroke patients soon. Studies show that even with practice, people are able to increase their memory with short training sessions,’’ Dr Mathews says.
About 2500 New Zealanders suffer strokes annually and around 10 percent of stroke deaths occur in people under 65. Stroke is the major cause of serious adult disability in New Zealand. There are an estimated 60,000 stroke survivors in New Zealand. Many are disabled and need significant daily support.
As well as Professor Mitrovic and Dr Mathews, the research team includes Professor Stellan Ohlsson from Chicago, Dr Audrey McKinlay from Monash University in Melbourne and UC postgraduate students Jay Holland and Jon Rutherford.