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1.
J Neuroeng Rehabil ; 20(1): 104, 2023 08 12.
Artículo en Inglés | MEDLINE | ID: mdl-37568216

RESUMEN

BACKGROUND: We created a clinical virtual reality application for vestibular rehabilitation. Our app targets contextual sensory integration (C.S.I.) where patients are immersed in safe, increasingly challenging environments while practicing various tasks (e.g., turning, walking). The purpose of this pilot study was to establish the feasibility of a randomized controlled trial comparing C.S.I. training to traditional vestibular rehabilitation. METHODS: Thirty patients with vestibular dysfunction completed the Dizziness Handicap Inventory (DHI), Activities-Specific Balance Confidence Scale (ABC), Visual Vertigo Analog Scale (VVAS), Functional Gait Assessment (FGA), Timed-Up-and-Go (TUG), and Four-Square Step Test (FSST). Following initial assessment, the patients were randomized into 8 weeks (once per week in clinic + home exercise program) of traditional vestibular rehabilitation or C.S.I. training. Six patients had to stop participation due to the covid-19 pandemic, 6 dropped out for other reasons (3 from each group). Ten patients in the traditional group and 8 in the C.S.I group completed the study. We applied an intention to treat analysis. RESULTS: Following intervention, we observed a significant main effect of time with no main effect of group or group by time interaction for the DHI (mean difference - 18.703, 95% CI [-28.235, -9.172], p = 0.0002), ABC (8.556, [0.938, 16.174], p = 0.028), VVAS, (-13.603, [-25.634, -1.573], p = 0.027) and the FGA (6.405, [4.474, 8.335], p < 0.0001). No changes were observed for TUG and FSST. CONCLUSION: Patients' symptoms and function improved following either vestibular rehabilitation method. C.S.I training appeared comparable but not superior to traditional rehabilitation. TRIAL REGISTRATION: This study (NCT04268745) was registered on clincaltrials.gov and can be found at https://clinicaltrials.gov/ct2/show/NCT04268745 .


Asunto(s)
COVID-19 , Enfermedades Vestibulares , Humanos , Enfermedades Vestibulares/rehabilitación , Proyectos Piloto , Pandemias , COVID-19/epidemiología , Mareo , Equilibrio Postural
2.
J Vestib Res ; 33(3): 213-226, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36911951

RESUMEN

OBJECTIVE: The purpose of this study was to determine the extent to which sensory integration strategies via head sway, derived from a Head-Mounted Display (HMD), change in people with vestibular disorders following vestibular rehabilitation. DESIGN: Randomized Controlled TrialSetting:Vestibular Rehabilitation ClinicParticipants:Thirty participants with vestibular dysfunction and 21 age-matched controls. MAIN OUTCOME MEASURES: Participants experienced two levels of visual surround (static or moving 'stars', front to back at 0.2 Hz, 32 mm) and white noise (none or rhythmic) while their head sway was recorded via the HTC Vive. We quantified head sway via Directional Path (DP) and Root Mean Square Velocity (RMSV) in 5 directions: anterior-posterior, medio-lateral, pitch, yaw, and roll and Power Spectral Density in low (PSD 1), medium (PSD 2) and high (PSD 3) frequencies in the anterior-posterior direction. INTERVENTIONS: Participants performed the assessment prior to being randomized into 8-weeks of contextual sensory integration training in virtual reality or traditional vestibular rehabilitation and once again following completion of the intervention. Controls performed the assessment once. Twelve participants dropped out, half due to covid lock-down. We applied an intention to treat analysis. RESULTS: We observed significant increases in AP DP, RMSV and all PSDs with change in visual level. Both intervention groups significantly decreased medio-lateral, pitch and roll DP and RMSV and anterior-posterior PSD 2 with no group differences. Vestibular participants were significantly higher than controls on all outcomes pre rehabilitation. Post rehabilitation they were only significantly higher on PSD 2. Sound was not a significant predictor of head sway in this protocol. CONCLUSIONS: Head sway decreased following vestibular rehabilitation regardless of visual load or type of intervention applied. This change was measured via head kinematics derived from a portable HMD which can serve as a sensitive in-clinic assessment for tracking improvement over time.


Asunto(s)
COVID-19 , Enfermedades Vestibulares , Humanos , Equilibrio Postural , Control de Enfermedades Transmisibles , Resultado del Tratamiento
3.
PLoS One ; 17(10): e0276251, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-36251683

RESUMEN

This pilot study aimed to identify postural strategies in response to sensory perturbations (visual, auditory, somatosensory) in adults with and without sensory loss. We tested people with unilateral peripheral vestibular hypofunction (N = 12, mean age 62 range 23-78), or with Unilateral Sensorineural Hearing Loss (USNHL, N = 9, 48, 22-82), or healthy controls (N = 21, 52, 28-80). Postural sway and head kinematics parameters (Directional Path in the anterior-posterior and medio-lateral directions (sway & head); pitch, yaw and roll (head) were analyzed in response to 2 levels of auditory (none, rhythmic sounds via headphones), visual (static, dynamic) and somatosensory cues (floor, foam) within a simulated, virtual 3-wall display of stars. We found no differences with the rhythmic auditory cues. The effect of foam was magnified in the vestibular group compared with controls for anterior-posterior and medio-lateral postural sway, and all head direction except for medio-lateral. The vestibular group had significantly larger anterior-posterior and medio-lateral postural sway and head movement on the static scene compared with controls. Differences in pitch, yaw and roll emerged between vestibular and controls only with sensory perturbations. The USNHL group did not increase their postural sway and head movement with the increased visual load as much as controls did, particularly when standing on the foam. They did not increase their medio-lateral sway with the foam as much as controls did. These findings suggest that individuals with USNHL employ a compensatory strategy of conscious control of balance, the functional implications of which need to be tested in future research.


Asunto(s)
Pérdida Auditiva Sensorineural , Equilibrio Postural , Enfermedades Vestibulares , Adulto , Humanos , Persona de Mediana Edad , Pérdida Auditiva Sensorineural/fisiopatología , Proyectos Piloto , Equilibrio Postural/fisiología , Enfermedades Vestibulares/fisiopatología , Adulto Joven , Anciano , Anciano de 80 o más Años , Estudios de Casos y Controles
4.
IEEE Trans Vis Comput Graph ; 28(12): 4685-4699, 2022 12.
Artículo en Inglés | MEDLINE | ID: mdl-34310307

RESUMEN

Exploring large virtual environments, such as cities, is a central task in several domains, such as gaming and urban planning. VR systems can greatly help this task by providing an immersive experience; however, a common issue with viewing and navigating a city in the traditional sense is that users can either obtain a local or a global view, but not both at the same time, requiring them to continuously switch between perspectives, losing context and distracting them from their analysis. In this article, our goal is to allow users to navigate to points of interest without changing perspectives. To accomplish this, we design an intuitive navigation interface that takes advantage of the strong sense of spatial presence provided by VR. We supplement this interface with a perspective that warps the environment, called UrbanRama, based on a cylindrical projection, providing a mix of local and global views. The design of this interface was performed as an iterative process in collaboration with architects and urban planners. We conducted a qualitative and a quantitative pilot user study to evaluate UrbanRama and the results indicate the effectiveness of our system in reducing perspective changes, while ensuring that the warping doesn't affect distance and orientation perception.


Asunto(s)
Interfaz Usuario-Computador , Realidad Virtual , Gráficos por Computador , Ciudades
5.
Hum Mov Sci ; 68: 102526, 2019 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-31669803

RESUMEN

We translated a well-established laboratory paradigm to study sensory integration into a Head-Mounted-Display (HMD). In the current study, a group of 23 individuals with unilateral vestibular dysfunction and 16 age-matched controls observed moving spheres projected from the Oculus Rift. We confirmed increased visual weighting with an unstable surface and decreased visual weighting (i.e., reweighting) with increased visual amplitude. We did not observe significant differences in gains and phases between individuals with vestibular dysfunction and age-matched controls. The vestibular group increased sway in mid and high frequencies significantly more than controls with the change in surface or visual amplitude. Mild visual perturbations within HMDs carry the potential to become a useful portable assessment of postural control in individuals with vestibular disorders.


Asunto(s)
Equilibrio Postural/fisiología , Gafas Inteligentes , Enfermedades Vestibulares/fisiopatología , Adulto , Anciano , Estudios de Casos y Controles , Femenino , Humanos , Masculino , Persona de Mediana Edad , Interfaz Usuario-Computador , Vestíbulo del Laberinto/fisiopatología , Realidad Virtual
6.
Motor Control ; 23(1): 127-142, 2019 Jan 01.
Artículo en Inglés | MEDLINE | ID: mdl-30518313

RESUMEN

Postural sway does not differentiate between balance disorders. Head kinematics within a salient, immersive environment could potentially help identifying movement patterns that are unique to vestibular dysfunction. We describe a virtual park scene, where participants are asked to avoid a virtual ball approaching their head, to target dynamic balance and quantify head movement strategy. Sixteen patients with vestibular dysfunction and 16 healthy controls were wearing the Oculus Rift and performed the "park" scene on floor and stability trainers. Significant between-group differences emerged in head path (patients rotated their head sideways more), head acceleration (controls had higher acceleration, especially on translation movements), and peak frequency (controls peaked around the frequency of the ball whereas patients were variable). Those findings demonstrated good to excellent test-retest reliability. There were no significant between-group differences in postural sway parameters. Future studies should establish norms across different levels of balance dysfunction and investigate the underlying mechanism leading to the movement strategy observed.


Asunto(s)
Fenómenos Biomecánicos/fisiología , Movimientos de la Cabeza/fisiología , Equilibrio Postural/fisiología , Femenino , Humanos , Masculino , Persona de Mediana Edad , Parques Recreativos , Proyectos Piloto , Realidad Virtual
7.
PM R ; 10(11): 1223-1236.e2, 2018 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-30503230

RESUMEN

BACKGROUND: Deficits in sensory integration and fear of falling in complex environments contribute to decreased participation of adults with vestibular disorders. With recent advances in virtual reality technology, head-mounted displays are affordable and allow manipulation of the environment to test postural responses to visual changes. OBJECTIVES: To develop an assessment of static and dynamic balance with the Oculus Rift and (1) to assess test-retest reliability of each scene in adults with and without vestibular hypofunction; (2) to describe changes in directional path and sample entropy in response to changes in visuals and surface and compare between groups; and (3) to evaluate the relation between balance performance and self-reported disability and balance confidence. DESIGN: Test-retest, blocked-randomized experimental design. SETTING: Research laboratory. PARTICIPANTS: Twenty-five adults with vestibular hypofunction and 16 age- and sex-matched adults. METHODS: Participants stood on the floor or stability trainers while wearing the Oculus Rift. For 3 moving "stars" scenes, they stood naturally. For a "park" scene, they were asked to avoid a virtual ball. The protocol was repeated 1-4 weeks later. OUTCOME: Anteroposterior and mediolateral center-of-pressure directional path and sample entropy were derived from a force plate. RESULTS: We observed good to excellent reliability in the 2 groups, with most intraclass correlations above 0.8 and only 2 at approximately 0.4. The vestibular group had higher directional path for the stars scenes and lower directional path for the park scene compared with controls, with large variability in the 2 groups. Sample entropy decreased with more challenging environments. In the vestibular group, less balance confidence strongly correlated with more sway for the stars scenes and less sway for the park scene. CONCLUSION: Virtual reality paradigms can shed light on the control mechanism of static and dynamic postural control. Clinical utility and implementation of our portable Oculus Rift assessment should be further studied. LEVEL OF EVIDENCE: II.


Asunto(s)
Equilibrio Postural/fisiología , Enfermedades Vestibulares/fisiopatología , Enfermedades Vestibulares/rehabilitación , Realidad Virtual , Accidentes por Caídas , Adulto , Anciano , Miedo , Femenino , Humanos , Masculino , Persona de Mediana Edad , Proyectos Piloto , Reproducibilidad de los Resultados , Autocontrol , Interfaz Usuario-Computador , Enfermedades Vestibulares/psicología
8.
Physiother Theory Pract ; 34(12): 935-950, 2018 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-29364733

RESUMEN

BACKGROUND: Using Unity for the Oculus Development-Kit 2, we have developed an affordable, portable virtual reality platform that targets the visuomotor domain, a missing link in current clinical assessments of postural control. Here, we describe the design and technical development as well as report its feasibility with regards to cybersickness and test-retest reliability in healthy young adults. METHOD: Our virtual reality paradigm includes two functional scenes ('City' and 'Park') and four moving dots scenes. Twenty-one healthy young adults were tested twice, one to two weeks apart. They completed a simulator sickness questionnaire several times per session. Their postural sway response was recorded from a forceplate underneath their feet while standing on the floor, stability trainers, or a Both Sides Up (BOSU) ball. Sample entropy, postural displacement, velocity, and excursion were calculated and compared between sessions given the visual and surface conditions. RESULTS: Participants reported slight-to-moderate transient side effects. Intra-Class Correlation values mostly ranged from 0.5 to 0.7 for displacement and velocity, were above 0.5 (stability trainer conditions) and above 0.4 (floor mediolateral conditions) for sample entropy, and minimal for excursion. CONCLUSION: Our novel portable VR platform was found to be feasible and reliable in healthy young adults.


Asunto(s)
Equilibrio Postural , Realidad Virtual , Adulto , Estudios de Factibilidad , Femenino , Humanos , Masculino , Desempeño Psicomotor , Reproducibilidad de los Resultados , Percepción Visual , Adulto Joven
9.
Motor Control ; 21(4): 468-482, 2017 Oct 01.
Artículo en Inglés | MEDLINE | ID: mdl-28001484

RESUMEN

Substantial advances in virtual reality technology open an exciting window toward better understanding of subdomains of balance control. Here, we studied whether a portable virtual reality headset can be used to test sensory integration for balance. Twenty young adults stood on a both-sides-up ball or floor. Moving spheres were projected from an Oculus Development Kit 2 at various amplitudes and frequencies. Participants' gains indicated visual "weighting" when standing on both-sides-up but not on the floor and "reweighting" with increased visual amplitude. Intraclass correlations showed acceptable to good reliability for all floor conditions and for some of the both-sides-up conditions when we repeated the protocol a week later. Future steps to further develop our paradigm into a clinical assessment of sensory integration for postural control are discussed.


Asunto(s)
Equilibrio Postural/fisiología , Visión Ocular/fisiología , Adolescente , Adulto , Femenino , Humanos , Masculino , Adulto Joven
10.
IEEE Comput Graph Appl ; 36(3): 84-89, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-28113159

RESUMEN

Just as notebook computers once freed us to take our computers with us, smartphones freed us to walk around with computers in our pockets, and wearables will soon free us from needing to hold a screen at all. Today, as high-quality virtual and augmented reality begins to become available at consumer prices, the "screen" will soon be all around us. But the largest long-term impact here may not merely be one of form factor, but rather one of language itself. Once wearables become small enough, cheap enough, and therefore ubiquitous enough to be accepted as part of our everyday reality, our use of language will evolve in important ways.

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