Can Immersive Virtual Reality Videogames Help Parkinson’s Disease Patients? A Case Study (original) (raw)
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An Immersive Virtual Reality Exergame for People with Parkinson’s Disease
Lecture Notes in Computer Science
Parkinson’s disease is a neurodegenerative disorder that affects primarily motor system. Physical exercise is considered important for people with Parkinson’s disease (PD) to slow down disease progression and maintain abilities and quality of life. However, people with PD often experience barriers to exercises that causes low-level adherence to exercise plans and programs. Virtual Reality (VR) is an innovative and promising technology for motor and cognitive rehabilitation. Immersive VR exergames have potential advantages by allowing for individualized skill practice in a motivating interactive environment without distractions from outside events. This paper presents an immersive virtual reality (VR) exergame aiming at motor training on fingers and hand-and-eye coordination. The results from the usability study indicate that immersive VR exergames have potential to provide motivating and engaging physical exercise for people with PD. Through this research, we hope to contribute to e...
Acta Fisiátrica, 2016
Objective: To analyze the influence of treatment with non-immersive virtual reality games (VR) on the quality of life (QOL) of people with Parkinson's disease (PD). Methods: Uncontrolled clinical trial using 14 people with PD between stages I and IV of PD. Treatment with NIVR occurred for 6 months, 1 initial assessment and 2 quarterly re-evaluations. The instruments to measure the results were the Parkinson's Disease Questionnaire (PDQ-39) and a Self-Perception of Performance Questionnaire. The treatment protocol used was Kinect® for Xbox 360, and the following games: Kinect Advenctures®, Your Shape: Fitness Evolved®, and Kinect Sports®. Statistical analysis of the PDQ-39 used the Wilcoxon test (p ≤ 0.05) while the Self-Perception of Performance Questionnaire was analyzed qualitatively for thematic content, identifying six categories. Results: There was a statistically significant difference after 3 months of treatment with the NIVR games in terms of mobility, emotional well-being, stigma, cognition, and total score of the PDQ-39. After 6 months of treatment the results were maintained, but no further gains. However, for a neurodegenerative disease this maintenance of gains is favorable for the functional prognosis of the patients. In the thematic categories, what stood out was an improvement of reports on mobility, activities of daily living, emotional well-being, stigma, and bodily discomfort. Conclusion: Treatment with NIVR benefits QOL of people with PD, especially including mobility, emotional well-being, stigma, and cognition.
Effect of virtual reality in Parkinson's disease: a prospective observational study
Arquivos de neuro-psiquiatria, 2018
To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05), as well as in the mental health aspect of the Ski Slalom game (p < 0.05). The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05). There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. The Tight...
Sensors
Background: Parkinson’s disease is a neurodegenerative disorder that causes impaired motor functions. Virtual reality technology may be recommended to optimize motor learning in a safe environment. The objective of this paper was to evaluate the effects of a novel immersive virtual reality technology used for serious games (Oculus Rift 2 plus leap motion controller—OR2-LMC) for upper limb outcomes (muscle strength, coordination, speed of movements, fine and gross dexterity). Another objective was to obtain qualitative data for participants’ experiences related to the intervention. Methods: A mixed methods intervention (embedded) study was used, with a qualitative design after a technology intervention (quantitative design). The intervention and qualitative design followed international guidelines and were integrated into the method and reporting subheadings. Results: Significant improvements were observed in strength (p = 0.028), fine (p = 0.026 to 0.028) and gross coordination dext...
International Journal of Environmental Research and Public Health
(1) Background: Parkinson's disease (PD) is one of the most frequent causes of disability among older people. Recently, virtual reality and exergaming have been emerged as promising tools for gait and balance rehabilitation in PD patients. Our purpose is to evaluate an innovative treatment for older patients with PD, based on non-immersive virtual reality exergames, improving gait and balance and reducing falling risk. (2) Methods: Thirty PD patients were recruited and randomly divided into two groups, to receive a traditional rehabilitation (CG) or a technological rehabilitation (TG). (3) Results: A statistical improvement of balance at the end of treatments was observed in both groups (CG: 12.4 ± 0.7vs13.5 ± 0.8, p = 0.017; TG: 13.8 ± 0.5 vs. 14.7 ± 0.4, p = 0.004), while the overall risk of falling was significantly reduced only in the TG (POMA Total: 24.6 ± 0.9 vs. 25.9 ± 0.7, p = 0.010). The results between groups shows that all POMA scores differ in a statistically significant manner in the TG, emphasizing improvement not only in balance but also in gait characteristics (9.7 ± 0.8 vs. 11.4 ± 0.2, p = 0.003). Moreover, TG also improves the psychological sphere, measured thorough MSC-(17.1 ± 0.4 vs. 16.5 ± 0.4, p = 0.034). Although an improvement in FES-I and Gait Speed can be observed, this increase does not turn out to be significant. (4) Conclusions: Results suggest how non-immersive virtual reality exergaming technology offers the opportunity to effectively train cognitive and physical domains at the same time.
International Journal of Innovative Research in Engineering & Multidisciplinary Physical Sciences, 2021
This study evaluates the effectiveness of virtual reality (VR) rehabilitation on motor function and quality of life in patients with Parkinson's disease (PD). Methods: A randomized controlled trial was conducted with 20 PD patients, who were assigned to either a VR rehabilitation group (n=10) or a traditional physical therapy control group (n=10). The VR intervention consisted of 30-minute sessions, three times per week for 12 weeks, using a commercially available VR system. Motor function was assessed using the Unified Parkinson's Disease Rating Scale (UPDRS) Part III, and quality of life was measured with the Parkinson's Disease Questionnaire-39 (PDQ-39). Assessments were conducted at baseline, 6 weeks, and 12 weeks. Results: The VR group exhibited significant improvements in UPDRS Part III scores (27.5 ±6.2) compared to the control group (31.5 ±9.0) at 12 weeks (p = 0.03). Additionally, the VR group showed a greater reduction in PDQ-39 total scores (37.8 ±9.5) compared to the control group (43.5 ±12.1) (p = 0.04). Conclusion: VR rehabilitation significantly enhances motor function and quality of life in PD patients compared to traditional physical therapy. The interactive and engaging nature of VR may contribute to improved therapeutic outcomes.
Efeitos da reabilitação virtual na cognição e qualidade de vida de pacientes com doença de Parkinson
2018
Introduction: Parkinson's disease causes progressive decline of motor and cognitive functions leading to a decrease in the independence and quality of life of people affected. Training through virtual reality is proving effective, as it promotes cognitive and motor stimuli, which can be beneficial for these individuals, improving their quality of life. Objective: To analyze the effects of virtual reality on the cognition and quality of life of patients with Parkinson's disease. Methods: A total of 11 individuals with a mean age of 65 (9.6) years classified in stages 1 to 3 of the Hoehn and Yahr Scale participated in this study. The subjects participated in fourteen sessions lasting one hour, twice a week for seven weeks in which they practiced four games of Kinect Adventures!. They were evaluated before, immediately after the intervention and 30 days after the intervention. Cognition was assessed using the Montreal Cognitive Scale (MoCA) and quality of life was assessed using
Fisioterapia em Movimento, 2018
Introduction: Parkinson’s disease causes progressive decline of motor and cognitive functions leading to a decrease in the independence and quality of life of people affected. Training through virtual reality is proving effective, as it promotes cognitive and motor stimuli, which can be beneficial for these individuals, improving their quality of life. Objective: To analyze the effects of virtual reality on the cognition and quality of life of patients with Parkinson’s disease. Methods: A total of 11 individuals with a mean age of 65 (9.6) years classified in stages 1 to 3 of the Hoehn and Yahr Scale participated in this study. The subjects participated in fourteen sessions lasting one hour, twice a week for seven weeks in which they practiced four games of Kinect Adventures!. They were evaluated before, immediately after the intervention and 30 days after the intervention. Cognition was assessed using the Montreal Cognitive Scale (MoCA) and quality of life was assessed using the Pa...
Frontiers in Artificial Intelligence and Applications
Parkinson’s Disease is a progressive, irreversible disease that is only slowed down with the use of medications and therapy. These are the only way to slow down the progression of the disease to more severe situation. Currently, virtual reality is being use on games and entertainment. Some doctors prefer the use of virtual reality like Wii to help supplement the therapy done on rehabilitation. However, devices to cater virtual reality for mid-class to lower-class patients cannot afford such devices. An alternative device, usually accessible to everyone is proposed to cater these virtual reality applications that can help in therapy of Parkinson’s patients. With that, the capabilities of VR can be accessible to more patients who cannot avail expense medication and devices for virtual reality.
Virtual games and quality of life in Parkinson’s disease: A randomised controlled trial
Advances in Parkinson's Disease, 2013
Objective: To evaluate the efficacy of Nintendo Wii training in quality of life in Parkinson's disease (PD) patients when compared to traditional physical therapy (PT). Methods: A randomized, single-blinded trial with 2 parallel arms was performed in a referral center for movement disorders in Northeastern , Brazil. Forty-four PD outpatients that fulfilled the eligibility criteria with mild to moderate motor impairment were randomized. Both groups executed a warm up session for 10 minutes that consisted of trunk flexion, extension and rotation, associated with upper and lower limbs stretching. The PT group followed a program that consisted of trunk and limb mobilisation, balance, muscle strengthening, rhythmic movement, postural alignment, double-task execution, bimanual tasks, and gait training. The Nintendo Wii group executed a sequence of tasks according to a previously established protocol, with similar training exercises. Duration of exercises was 40 minutes per session, 3 days per week for 4 weeks. The primary endpoint was the total score obtained in the Parkinson's disease quality of life questionnaire (PDQ-39) translated from English to Brazilian Portuguese by Oxford outcomes. Secondary endpoints were the scores achieved by each group in the following domains of PDQ-39 scale: mobility, activities of daily living (ADL), emotional well-being, stigma, social support, cognition, communication and bodily discomfort. Assessments were performed before and after intervention in both groups with subjects in the "on" period. Results: Subjects in the Nintendo Wii group showed greater improvement in the PDQ-39 total score when compared to PT group (p = 0.01). Also, significant differences were observed in ADL, stigma, social support and communication when comparing subjects before and after intervention in the Nintendo Wii group (p < 0.05). Conclusions: The results achieved in this trial suggest that rehabilitation using Nintendo Wii may have beneficial effects in quality of life of PD subjects, when compared to traditional PT. Further larger randomised controlled-trials are necessary to reassure these results.