A virtual reality (VR)-based locomotor training system has been developed for gait rehabilitation post-stroke. The system consists of a self-paced treadmill mounted onto a 6-degrees-of-freedom motion platform. Virtual environments (VEs) that are synchronized with the speed of the treadmill and the motions of the platform are rear-projected onto a screen in front of the walking subject. A feasibility study was conducted to test the capability of two stroke patients and one healthy control to be trained with the system. Three VE scenarios (corridor walking, street crossing, and park stroll) were woven into a gait-training program that provided three levels of complexity (walking speed, slopes, collision avoidances), progression criteria (number of successful trials) and knowledge of results. Results show that, with practice, patients can effectively increase their gait speed as demanded by the task and adapt their gait with respect to the change in physical terrain. However, successful completion of tasks requiring adaptation to increasing demands related to speed and physical terrains does not necessarily predict the patient's ability to anticipate and avoid collision with obstacles during walking. This feasibility study demonstrates that persons with stroke are able to adapt to this novel VR system and be immersed in the VEs for gait training.
1 December 2000 in Journal of Electromyography and Kinesiology
Background and Purpose— The instantaneous adaptations to speed and load changes during overground locomotion have major implications for mobility after stroke. We examined the extent to which stroke subjects could increase their overground walking speed with respect to speed and unloading changes. Methods— Twelve subjects with a unilateral stroke were evaluated while walking overground full weight bearing (FWB) or with body weight support (BWS) at preferred or fast speed. On the basis of their preferred walking speed, subjects were classified as high (≥45 cm/s) or low functioning (<45 cm/s). Gait speed, temporal distance factors (TDFs), as well as movements and muscle activation of the lower limbs were measured and compared across the conditions. Results— FWB-Fast condition induced marked (165%) increment in gait speed in all subjects. BWS at preferred speed induced faster speeds in low- but not the high-functioning subjects, whereas combined BWS and fast walking yielded further speed increments in the high-functioning subjects. Fast walking was associated with bilateral increases in joint excursion and muscle activation, as well as improved symmetry in some TDFs. BWS favored a hip flexion strategy in early swing while decreasing limb circumduction. Conclusions— This study shows that stroke subjects can increase substantially their walking speed without deleterious effects. Fast walking induces marked speed-related improvements in body and limb kinematics and muscle activation patterns. BWS during overground walking also increases gait speed, but to a lesser extent and only in low-functioning subjects. The combination of BWS with fast speed produces the greatest increments in walking speed in all subjects.
10 May 2015 in Journal of NeuroEngineering and Rehabilitation
Rehabilitation interventions involving virtual reality (VR) technology have been developed for the promotion of functional independence post stroke. A scoping review was performed to examine the efficacy of VR-based interventions on balance and mobility disorders post stroke. Twenty-four articles in the English language examining VR game-based interventions and outcomes directed at balance and mobility disorders were included. Various VR systems (customized and commercially available) were used as rehabilitation tools. Outcome measures included laboratory and clinical measures of balance and gait. Outcome measures of dynamic balance showed significant improvements following VR-based interventions as compared to other interventions. Further, it was observed that VR-based intervention may have favorable effects in improving walking speed and the ability to deal with environmental challenges, which may also facilitate independent community ambulation. VR-based therapy thus has the potential to be a useful tool for balance and gait training for stroke rehabilitation. Utilization of motor learning principles related to task-related training may have been an important factor leading to positive results. Other principles such as repetition, feedback etc. were used in studies but were not explored explicitly and may need to be investigated to further improve the strength of results. Lastly, robust study designs with appropriate attention towards the intensity and dose-response aspects of VR training, clear study objectives and suitable outcomes would further aid in determining evidence-based efficacy for VR game-based interventions in the future.
26 June 2007 in Journal of NeuroEngineering and Rehabilitation
Walking speed, which is often reduced after stroke, can be influenced by the perception of optic flow (OF) speed. The present study aims to: 1) compare the modulation of walking speed in response to OF speed changes between persons with stroke and healthy controls and 2) investigate whether virtual environments (VE) manipulating OF speed can be used to promote volitional changes in walking speed post stroke.