Research Proposal 2 Final

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Use of Virtual Reality

for Gait Training in


Patients Post-Stroke
Group 11: Megan Premo, Ashley Pasterkiewicz,
Jordan Wohlfert, Conner Steffke, and Megan Brow
Virtual Reality
•The use of technology to create a realistic,
simulated environment which the individual feels
they are a part of.
•Can potentially provide increased enjoyment for
completing therapeutic exercises, resulting in
increased compliance with home exercise
programs.
•Could be something as accessible as a
Wii/Kinect or an entire projector setup.
Purpose
• The purpose of this study is
to determine if individuals post-
stroke show more improvement
after receiving Virtual Reality (VR)
gait training compared to those
receiving Treatment as Usual (TAU)
gait training.
Justification
• 75% of people with strokes end up having at least one gait deviation. (1)
• Every year over 795,000 people in the United States have a stroke. (2)
• Stroke costs the United States an estimated $34 billion each year (2)
• Includes the cost of health care services and missed days of work. (2)
• Current lack of research in VR for patients' post-stroke with low number of cases in
those studies.
• "Future studies should consider large, longitudinal randomized controlled trials to
determine the true potential of VR therapies in various clinical populations." (3)
• "To potentially limit any bias in future studies, it may be useful for future studies to adopt a
double-blinded protocol for the evaluation of the effectiveness of the use of VR." (3)
Rationale
• "Lower extremity muscle weakness in stroke patients can lead to
functional restoration, asymmetrical posture, and physical imbalance." (1)
• "It also causes difficulty in walking ability by reducing functional low
extremity movement." (1)
• "For people with stroke, paralysis, and muscle weakness in the lower
limbs can lead to balance mobility disorders." (4)
Hypothesis

• We hypothesize that the post-stroke VR group will have a more


significant improvement in gait velocity compared to the post-stroke
TAU group.
Participation Criteria
Inclusion Criteria Exclusion Criteria
• First-time stroke • Receptive aphasia
• Hemi-ischemic stroke affecting dominant • Stroke occurred less than 2 years ago
side
• Unable to ambulate at least 10 meters or
• Similar compensation turn themselves around
• Lived independently prior to stroke
• ADLs and IADLs
• 40-70 years old
Experimental Design
Mixed Repeated Measure ANOVA Independent Variables
• Treatment
• Duration: 3 months Levels of Treatment IV:
• Frequency: 15 minute treatment sessions TIW 1. VR Group: Virtual Reality
• Treatment provided Month 1 & 2 2. TAU Group: Treatment as Usual
• Participants receive no face-to-face treatment from • Time (4 measures)
weeks 8-12 (third month) then return for
measurements at the end of Month 3 Dependent Variables
• Measurement of Dependent Variable at the end of • Gait Velocity (m/s) during 10 Meter
Month 1, 2, and 3 Walk Test (10 MWT)
• Timed Up & Go (TUG)

Pre-Treatment Month 1 Month 2 Month 3

VR Group (n=30)

TAU Group (n=30)


Treatments
VR on Wii TAU
• Skiing with balancing on • Transverse Abdominis
Wii Fit Board (3 min) squeeze (3 second hold X 10 )
• Bowling (3 min) • Double and single leg stance
• Soccer (3 min) on airex (15 seconds X 2 per
• Dance (3 min) leg)
• Toe taps to 6-inch step (X 10
• With 1-minute rest break per leg)
in between • 5-minute walk with gait belt
• Total of 15 mins • Total of 15 minutes
TUG 10 MWT

Click to add text

(4)
Test and Measures Reliability of TUG test
Justification & 10 MWT

• Gait velocity is valid, reliable, and has high • The TUG test is reliable and valid. It is
sensitivity (true positive rate) when an easy to use clinical tool when
evaluating an individual's functional status.(7) assessing advanced functional mobility
post stroke.(8)
• The TUG test and 10MWT measures an
individual's gait velocity which plays a role in • "The 10MWT was performed in a
functional capacity. median of 19s with the dynamic start
and 18.4s with the static start (P=0.092).
The correlation between the results of
the two methods was between 0.98 and
0.99. The inter- and intra-rater
reliabilities were between 0.95 and 0.99
for both methods."(9)
Discussion
• We would record the assistive device subjects use at baseline and compare it to the
device they are using (if any) at the end of the study.
• There would be analysis of missed session by each group
• We would use a questionnaire to determine if participants enjoyed the use of VR in their
program.
• With these side notes, even if the TAU group and VR group have similar results, we could
conclude possible benefits in enjoyment, interest, and attendance in VR therapy.
• More beneficial treatment will be offered to the opposite group.
• Limitations:
• All of the participants did not have the same side hemisphere stroke but, we chose to use
strokes affecting dominant side because those would be more difficult to recover from.
• We were not able to compensate individuals for participating in our study due to lack of
funds.
References
(1) Park J, Chung Y. The effects of robot-assisted gait training using virtual reality and auditory
stimulation on balance and gait abilities in persons with stroke. NeuroRehabilitation.
2018;43(2):227-235. doi:10.3233/nre-172415.
(2) Stroke. Centers for Disease Control and Prevention. https://www.cdc.gov/stroke/facts.htm. Published
September 6, 2017. Accessed October 9, 2018.
(3) Teo W-P, Muthalib M, Yamin S, et al. Does a Combination of Virtual Reality, Neuromodulation
and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? – A Narrative Review
of the Literature. Frontiers in Human Neuroscience. 2016;10. doi:10.3389/fnhum.2016.00284.
(4) In T, Lee K, Song C. Virtual Reality Reflection Therapy Improves Balance and Gait in Patients with
Chronic Stroke: Randomized Controlled Trials. Medical Science Monitor. 2016;22:4046-4053.
doi:10.12659/msm.898157.
(5) Park D-S, Lee D-G, Lee K, Lee G. Effects of Virtual Reality Training using Xbox Kinect on
Motor Function in Stroke Survivors: A Preliminary Study. Journal of Stroke and Cerebrovascular
Diseases. 2017;26(10):2313-2319. doi:10.1016/j.jstrokecerebrovasdis.2017.05.019.
(6) Parab A, Patil A. Immediate Effect of Virtual Reality on Balance, Gait and Posture in Stroke Patients -
An Experimental Study. Indian Journal of Physiotherapy & Occupational Therapy. 2018;12(1):118-

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