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1.
Front Neurol ; 15: 1367582, 2024.
Article in English | MEDLINE | ID: mdl-38872821

ABSTRACT

Introduction: Dizziness is a growing public health concern with as many as 95 million adults in Europe and the United States experiencing vestibular hypofunction, which is associated with reduced quality of life, poorer health, and falls. Vestibular rehabilitation therapy (VRT) is effective in reducing symptoms and improving balance; however, limited access to qualified clinicians and poor patient adherence impedes optimal delivery. The goal of this study was to develop and evaluate the feasibility of a remote therapeutic monitoring VRT Platform application (APP) for the assessment and treatment of vestibular dysfunction. Methods: User-centered iterative design process was used to gather and integrate the needs of users (clinicians and patients) into the design at each stage of development. Commonly used vestibular patient-reported outcome measures (PROs) were integrated into the APP and adults with chronic dizziness were enrolled to evaluate validity and reliability of the APP compared to standard clinical measures (CLIN). Gaze stabilization exercises were gamified to provide an engaging experience and an off-the-shelf sensor captured eye and head movement to provide feedback on accuracy of performance. A prospective, pilot study design with pre-and post-treatment assessment assessed feasibility of the APP compared to standard VRT (CLIN). Results: Participants with dizziness wanted a summary rehabilitation report shared with their clinicians, felt that an app could help with accountability, and believed that a gaming format might help with exercise adherence. Clinicians felt that the app should include features to record and track eye and head movement, monitor symptoms, score accuracy of task performance, and measure adherence. Validity and reliability of the digital PROs (APP) were compared to scores from CLIN across two sessions and found to have good validity, good to excellent test-retest reliability, and excellent usability (≥88%ile). The pilot study demonstrated feasibility for use of the APP compared to CLIN for treatment of vestibular hypofunction. The mean standard system usability score of the APP was 82.5 indicating excellent usability. Discussion: Both adult patients with chronic dizziness and VRT clinicians were receptive to the use of technology for VRT. The HiM-V APP is a feasible alternative to clinical management of adults with chronic peripheral vestibular hypofunction.

2.
BMJ Open ; 12(7): e061285, 2022 07 26.
Article in English | MEDLINE | ID: mdl-35882451

ABSTRACT

OBJECTIVES: Determine the safety, feasibility and initial efficacy of a multicomponent telerehabilitation programme for COVID-19 survivors. DESIGN: Pilot randomised feasibility study. SETTING: In-home telerehabilitation. PARTICIPANTS: 44 participants (21 female, mean age 52 years) discharged home following hospitalisation with COVID-19 (with and without intensive care unit (ICU) stay). INTERVENTIONS: Participants were block randomised 2:1 to receive 12 individual biobehaviourally informed, app-facilitated, multicomponent telerehabilitation sessions with a licenced physical therapist (n=29) or to a control group (n=15) consisting of education on exercise and COVID-19 recovery trajectory, physical activity and vitals monitoring, and weekly check-ins with study staff. Interventions were 100% remote and occurred over 12 weeks. PRIMARY AND SECONDARY OUTCOME MEASURES: The primary outcome was feasibility, including safety and session adherence. Secondary outcomes included preliminary efficacy outcomes including tests of function and balance; patient-reported outcome measures; a cognitive assessment; and average daily step count. The 30 s chair stand test was the main secondary (efficacy) outcome. RESULTS: No adverse events (AEs) occurred during testing or in telerehabilitation sessions; 38% (11/29) of the intervention group compared with 60% (9/15) of the control group experienced an AE (p=0.21), most of which were minor, over the course of the 12-week study. 27 of 29 participants (93%; 95% CI 77% to 99%) receiving the intervention attended ≥75% of sessions. Both groups demonstrated clinically meaningful improvement in secondary outcomes with no statistically significant differences between groups. CONCLUSION: Fully remote telerehabilitation was safe, feasible, had high adherence for COVID-19 recovery, and may apply to other medically complex patients including those with barriers to access care. This pilot study was designed to evaluate feasibility; further efficacy evaluation is needed. TRIAL REGISTRATION NUMBER: NCT04663945.


Subject(s)
COVID-19 , Mobile Applications , Telerehabilitation , Feasibility Studies , Female , Humans , Middle Aged , Pilot Projects , Survivors
3.
Life (Basel) ; 11(11)2021 Nov 20.
Article in English | MEDLINE | ID: mdl-34833145

ABSTRACT

Despite numerous benefits, traditional Pulmonary Rehabilitation (PR) as a resource remains underutilized in chronic lung disease. Less than 3% of eligible candidates for PR attend one or more sessions after hospitalization due to many barriers, including the ongoing COVID-19 pandemic. Emerging alternative models of PR delivery such as home-based PR, tele-rehabilitation, web-based PR, or hybrid models could help address these barriers. Numerous studies have tested the feasibility, safety, and efficacy of these methods, but there is wide variability across studies and methods. We conducted a literature review to help determine if these alternative delivery methods watered down the effectiveness of PR. To evaluate the effectiveness of remotely based PR, the authors performed a literature search for randomized controlled trials (RCTs), cohort studies, and case series using PubMed, CINAHL, and Medline to identify relevant articles through 1 May 2021. Twenty-six applicable studies were found in which 11 compared tele-rehabilitation to conventional clinic-based PR; 11 evaluated tele-rehabilitation using the patient's baseline status as control; and four compared tele-rehabilitation to no rehabilitation. Despite the different technologies used across studies, tele-rehabilitation was found to be both a feasible and an efficacious option for select patients with lung disease. Outcomes across these studies demonstrated similar benefits to traditional PR programs. Thus the existing data does not show that remotely based PR waters down the effectiveness of conventional PR. Use of remotely based PR is a feasible and effective option to deliver PR, especially for patients with significant barriers to conventional clinic-based PR. Additional, well-conducted RCTs are needed to answer the questions regarding its efficacy, safety, cost-effectiveness and who, among patients with COPD and other lung diseases, will derive the maximum benefit.

4.
J Healthc Eng ; 2017: 9840273, 2017.
Article in English | MEDLINE | ID: mdl-29230275

ABSTRACT

Stroke is a leading cause of long-term disability, and virtual reality- (VR-) based stroke rehabilitation is effective in increasing motivation and the functional performance. Although much of the functional reach and grasp capabilities of the upper extremities were regained, the pinch movement remains impaired following stroke. In this study, we developed a haptic-enhanced VR system to simulate haptic pinch tasks to assist the recovery of upper-extremity fine motor function. We recruited 16 adults with stroke to verify the efficacy of this new VR system. Each patient received 30 min VR training sessions 3 times per week for 8 weeks. Outcome measures, Fugl-Meyer assessment (FMA), Test Evaluant les Membres superieurs des Personnes Agees (TEMPA), Wolf motor function test (WMFT), Box and Block test (BBT), and Jamar grip dynamometer, showed statistically significant progress from pretest to posttest and follow-up, indicating that the proposed system effectively promoted fine motor recovery of function. Additionally, our evidence suggests that this system was also effective under certain challenging conditions such as being in the chronic stroke phase or a coside of lesion and dominant hand (nondominant hand impaired). System usability assessment indicated that the participants strongly intended to continue using this VR-based system in rehabilitation.


Subject(s)
Hand Strength , Outcome Assessment, Health Care , Stroke Rehabilitation/instrumentation , Stroke Rehabilitation/methods , Virtual Reality , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Middle Aged , Recovery of Function , User-Computer Interface
5.
Top Spinal Cord Inj Rehabil ; 22(2): 158-163, 2016.
Article in English | MEDLINE | ID: mdl-29339857

ABSTRACT

Objective: To compare phase- and task-dependent H-reflex modulation in standing and walking in 2 spinal cord injury (SCI) groups with and without a walker. Methods: Fourteen subjects with American Spinal Injury Association Impairment Scale D SCI (40±10 years) participated. Tibial nerve was stimulated to evoke 15 H-reflexes (at M-wave 7%-13% of maximum-M). Results: H-reflex was greater in the walker group during stance (but not standing/swing). Conclusion: Differences in H-reflex modulation between groups walking with and without a walker may be explained by sensory mechanism that enhances central excitation, difference in motor activation levels between groups, and other complex mechanisms that influence balance or stability.

6.
Top Stroke Rehabil ; 17(5): 345-52, 2010.
Article in English | MEDLINE | ID: mdl-21131259

ABSTRACT

Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.


Subject(s)
Biofeedback, Psychology/physiology , Exercise Therapy/methods , Feedback, Physiological , Nervous System Diseases , Postural Balance/physiology , Video Games , Computer Simulation , Exercise Therapy/instrumentation , Humans , Movement , Nervous System Diseases/physiopathology , Nervous System Diseases/psychology , Nervous System Diseases/rehabilitation , Nonlinear Dynamics , Photic Stimulation/methods , Surveys and Questionnaires , User-Computer Interface , Watchful Waiting
7.
Arch Phys Med Rehabil ; 90(7): 1218-28, 2009 Jul.
Article in English | MEDLINE | ID: mdl-19577036

ABSTRACT

OBJECTIVE: To examine paired reflex depression changes post 20-minute bout each of 2 training environments: stationary bicycle ergometer training (bicycle training) and treadmill with body weight support and manual assistance (locomotor training). DESIGN: Pretest-posttest repeated-measures. SETTING: Locomotor laboratory. PARTICIPANTS: Motor incomplete SCI (n=12; mean, 44+/-16y); noninjured subjects (n=11; mean, 30.8+/-8.3y). INTERVENTION: All subjects received each type of training on 2 separate days. MAIN OUTCOME MEASURE: Paired reflex depression at different interstimulus intervals (10 s, 1 s, 500 ms, 200 ms, and 100 ms) was measured before and after both types of training. RESULTS: (1) Depression was significantly less post-SCI compared with noninjured subjects at all interstimulus intervals and (2) post-SCI at 100-millisecond interstimulus interval: reflex depression significantly increased postbicycle training in all SCI subjects and in the chronic and spastic subgroups (P<.05). CONCLUSIONS: Phase-dependent regulation of reflex excitability, essential to normal locomotion, coordinated by pre- and postsynaptic inhibitory processes (convergent action of descending and segmental inputs onto spinal circuits) is impaired post-SCI. Paired reflex depression provides a quantitative assay of inhibitory processes contributing to phase-dependent changes in reflex excitability. Because bicycle training normalized reflex depression, we propose that bicycling may have a potential role in walking rehabilitation, and future studies should examine the long-term effects on subclinical measures of reflex activity and its relationship to functional outcomes.


Subject(s)
Bicycling , Locomotion , Physical Therapy Modalities , Spinal Cord Injuries/rehabilitation , Adult , Aged , Electromyography , Female , H-Reflex , Humans , Male , Middle Aged , Spinal Cord Injuries/physiopathology , Time Factors , Walking
8.
Eur J Phys Rehabil Med ; 45(1): 143-51, 2009 Mar.
Article in English | MEDLINE | ID: mdl-19282807

ABSTRACT

This article summarizes the recent accomplishments and current challenges facing game-based virtual reality (VR) telerehabilitation. Specifically this article addresses accomplishments relative to realistic practice scenarios, part to whole practice, objective measurement of performance and progress, motivation, low cost, interaction devices and game design. Furthermore, a description of the current challenges facing game based telerehabilitation including the packaging, internet capabilities and access, data management, technical support, privacy protection, seizures, distance trials, scientific scrutiny and support from insurance companies.


Subject(s)
Rehabilitation/methods , Telemedicine/instrumentation , Therapy, Computer-Assisted/instrumentation , User-Computer Interface , Computer Simulation , Humans
9.
Gait Posture ; 29(1): 113-8, 2009 Jan.
Article in English | MEDLINE | ID: mdl-18774296

ABSTRACT

Incomplete spinal cord injury (ISCI) frequently disrupts afferent and efferent neural pathways underlying co-requisite voluntary and involuntary muscle activation required for functional standing and walking. To understand involuntary postural control mechanisms necessary for standing, we compared eight individuals with ISCI to eight controls with no impairment. The aim of this study was to investigate anticipatory and reactive balance responses in individuals with ISCI. The ability to adapt to changes in balance conditions was assessed by monitoring automatic postural responses (APRs) during a series of expected and unexpected changes in perturbation direction (backward translation versus toes-up rotation). Both groups were able to modulate appropriately within one or two trials following an unexpected change in condition. Onset times of anterior tibialis and medial gastrocnemius (MG) were significantly slower in the ISCI group during expected and unexpected conditions. These findings demonstrate that persons with mild to moderate lower extremity sensorimotor deficits are able to generate and adapt APRs to a rapid and unexpected contextual change during a simple standing balance task.


Subject(s)
Adaptation, Physiological/physiology , Muscle, Skeletal/physiopathology , Postural Balance/physiology , Posture/physiology , Spinal Cord Injuries/physiopathology , Adult , Aged , Analysis of Variance , Case-Control Studies , Electromyography , Female , Humans , Male , Middle Aged
10.
J Neurol Phys Ther ; 31(4): 180-9, 2007 Dec.
Article in English | MEDLINE | ID: mdl-18172415

ABSTRACT

RATIONALE: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. CASE: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. OUTCOMES: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. CONCLUSION: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.


Subject(s)
Stroke Rehabilitation , Video Games , Aged , Feasibility Studies , Female , Gait/physiology , Humans , Motor Activity/physiology , Physical Therapy Modalities , Postural Balance/physiology , Recovery of Function/physiology , Stroke/physiopathology
11.
Arch Phys Med Rehabil ; 83(4): 538-42, 2002 Apr.
Article in English | MEDLINE | ID: mdl-11932858

ABSTRACT

OBJECTIVE: To evaluate the effectiveness and validity of the Functional Reach Test (FRT) as a screening tool to identify fallers (persons at risk for falls) among subjects with Parkinson's disease (PD) and control subjects. DESIGN: A case-comparison design with a consecutive sample. Subjects performed 3 consecutive functional reach trials. SETTING: Motor behavior laboratory in a university setting. PARTICIPANTS: Fifty-eight adults (43 subjects with PD, 15 control subjects). Controls were recruited from a Florida hospital and the local community. INTERVENTIONS: Not applicable. MAIN OUTCOME MEASURES: A falls history was recorded, a mean FRT score attained, and FRT scores were categorized as less than 25.4 cm, the criterion for falls risk, or > or =25.4 cm. RESULTS: Mean FRT scores differentiated subjects with PD and a known history of falls from subjects with PD and no history of falls and from control subjects (P <.001). Tests of validity for the FRT as a screening tool indicated sensitivity as 30%, specificity as 92%, positive predictive value as 90%, and negative predictive value as 36%. CONCLUSIONS: The FRT, using a reach less than 25.4 cm as a criterion for falls risk, is not a sensitive instrument for identifying individuals with PD at risk. However, the percentage of those persons identified as at risk by the FRT are highly likely at risk, and they should be referred for falls risk intervention. Because the FRT does not identify every person at risk, using a test battery addressing other factors contributing to falls risk may increase the sensitivity of a clinician's assessment to identify persons with PD at risk for falls.


Subject(s)
Accidental Falls/prevention & control , Activities of Daily Living/classification , Parkinson Disease/rehabilitation , Postural Balance , Aged , Case-Control Studies , Disability Evaluation , Female , Humans , Male , Middle Aged , Reproducibility of Results , Risk Factors
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