Clinical Feasibility of Applying Immersive Virtual Reality during Robot-Assisted Gait Training for Individuals with Neurological Diseases: A Pilot Study

Brain Sci., 2024 · DOI: 10.3390/brainsci14101002 · Published: October 2, 2024

Simple Explanation

This study explores the use of virtual reality (VR) to help people with neurological diseases relearn how to walk. The study uses a headset to display a virtual environment while patients use a robot-assisted gait training (RAGT) device. The goal was to see if using VR with RAGT is safe and if patients and therapists find it acceptable. Patients walked in a virtual world while their movements were supported by the RAGT device. The results showed that this approach is safe, patients tolerated it well, and both patients and therapists were generally positive about using VR in this way. This suggests VR could be a useful addition to traditional rehabilitation.

Study Duration
6 Months
Participants
15 participants suffering from cerebrovascular accident or spinal cord injury
Evidence Level
Not specified

Key Findings

  • 1
    The study demonstrates that a fully immersive virtual reality system based on a head-mounted display is both feasible and well received by cerebrovascular accident and spinal cord injury patients and their therapists during robot-assisted gait training.
  • 2
    The results suggest that an immersive virtual reality system is feasible in terms of safety and tolerance.
  • 3
    The very positive overall acceptance of the system suggests that it has the potential to be included in a robot-assisted gait training session using Lokomat®.

Research Summary

This feasibility study investigated the use of a fully immersive, HMD-based VR system with RAGT for individuals with CVA and SCI, focusing on safety, adherence, and tolerance. The study found positive acceptance among both participants and therapists, suggesting that VR may add motivational value to Lokomat® Pro sessions. The results indicate that such a VR system could be a viable alternative to screen-based training games, potentially enhancing patient motivation and adherence to training.

Practical Implications

Enhanced Patient Motivation

Immersive VR can make gait training more engaging and enjoyable, potentially leading to increased patient adherence and effort during rehabilitation sessions.

Improved Motor Learning

VR-based training offers opportunities for repetitive practice, feedback, and multimodal stimulation, which can enhance motor learning and functional recovery in neurological patients.

Clinical Integration

The study suggests that fully immersive VR systems can be safely and effectively integrated into existing robot-assisted gait training programs, providing therapists with a new tool to optimize patient outcomes.

Study Limitations

  • 1
    Small sample size
  • 2
    Lack of a control group
  • 3
    Single-session VR testing

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