Mahsa Seydi MSc of physical therapy, USWR, Tehran, Iran

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Presentation transcript:

Mahsa Seydi MSc of physical therapy, USWR, Tehran, Iran Effects of Virtual reality on balance and postural control in people with Multiple Sclerosis (A systematic review) Mahsa Seydi MSc of physical therapy, USWR, Tehran, Iran

effects of virtual reality on balance of MS patients Introduction MS characteristics Balance impairment in MS Falls in MS Ways of improve balance control Virtual reality Wii Fit effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Characteristics of MS Impaired cognition, vision, strength and tone Impaired co-ordination, sensation Balance and postural control disorders effects of virtual reality on balance of MS patients

Balance impairment in MS Decreased ability to maintain position have limited and slow movement toward their limits of stability have delayed responses to postural displacements or perturbations effects of virtual reality on balance of MS patients

Decreased ability to maintain position Sway more than healthy people Sway (Eyes closed)>(eyes open) Unable to maintain standing with a reduced BOS (tandem stance) effects of virtual reality on balance of MS patients

slow movement toward their limits of stability Move less far and less quickly (step/reach). had a significantly reduced COP displacement during voluntary leaning and reaching. effects of virtual reality on balance of MS patients

delayed responses to postural displacements When the support surface move: Poor trunk control. Delayed postural responses. Sitting on an unstable surface: effects of virtual reality on balance of MS patients

Slowed somatosensory conduction Falls in MS fall spasticity Dual task conditions Sensory impairments Slowed somatosensory conduction Assistive device Impaired central integration Heat sensitivity fatigue effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Fear of falling effects of virtual reality on balance of MS patients

Ways to improve balance control in MS Usual approaches Neurorehabilitation Motor and sensory strategies Feldenkrais exercises neuromuscular facilitation pharmacological Strengthening Balance training VR effects of virtual reality on balance of MS patients

Limitations of rehabilitation center Patients with MS have difficulties related to mobility and geographical location. Limitation of Personnel and material resources. Increase the cost of treatment. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Involves real time stimulation and interactions through multiple sensorial channels. Using one or more of the 5 senses. High level of “acceptability”. Accessibility. Provide motivational activities. Track rehabilitation at home. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Mechanism of VR Assist with a learning of new motor strategies: Supply immediate feedback Walking in a crowded area. Acceptable approximation of the real world. Beneficial for long term effectiveness of rehabilitation program. Increase HR, VO2, EE effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Wii Fit lunges Leg extension strengthening Sit up Push ups effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Wii Fit skiing Balance training Soccer heading Table tilt effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Wii Fit boxing Hula hooping marching Aerobics effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Wii Fit Warrior pose Deep breathing Tree pose Yoga effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Wii balance board The platform is pressure sensitive. Measuring the user’s weight, displacement of COP and body mass. Uses Bluetooth. effects of virtual reality on balance of MS patients

Advantages of Wii Fit for MS patients Reduce fatigue, Increase fitness level, Improve QOL. engage in exercise in their homes without expending unnecessary energy. foster socialization. fun to play foster intrinsic motivation. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Objective of the study Review the articles that consider the effects of virtual reality on balance and postural control of MS patients. If it could be an alternative method for traditional rehabilitation or not? effects of virtual reality on balance of MS patients

Flow diagram Literature search: data bases included PubMed, Google Scholar, Science Direct (2000-2017) Limit: only English articles are searched. Duplicates removed 23 articles were excluded based on the title and abstract 11 articles were considered as included studies effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Is there evidence?? no Author/year purpose subjects intervention duration Outcome measures conclusion 1 Rosa Ortiz Guti´ errez, 2015 Evaluate the potential improvement in balance among patients with MS with VR rehabilitation program 50 patients with MS Group1: telerehabilitation treatment(xbox) Group2: PT treatment (strengthening, proprioception, gait facilitation, muscle-tendon stretcchng) 10 weeks, 40 sessions Berg balance and tinneti scores Results showed an improvement over general balance in both groups. vestibular information, mean response time and Tinetti test yielded significant differences in the experimental group. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 1 effects of virtual reality on balance of MS patients

Mechanism of improved balance in EG Increasing the level of practice in a distributed manner. Increasing functional task repetition. (to repeat without repeating) Sensory feedback modality used. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 2 Alon Karlon et al, 2016 examine the efficacy of a 6-week VR balance training program using the computer assisted rehabilitation environment (CAREN) system on balance measures in PwMS 32 pwMS Group1: VR intervention Group2: conventional exercise program (static postural control, weight shifting and perturbations+stretching) 6 consecutive weeks, two sessions per week, 30 min sessions COP path length/sway rate/ functional reach test/four square step test/the Fear of Falls self-reported questionnaire significant differences in favor of the VR program were observed for the group x time interactions of the Functional Reach Test and fear of falling 3 Ylva E Nilsagård et al, 2012 evaluate the effects of a Nintendo Wii Fit® balance exercise program on balance function and walking ability in people with (MS) 84 pwMS Group 1:exercise (wii fit) Group2:no exercise 6-7 weeks, 12 sessions, 39 minute, twice a week TUG, Dynamic Gait Index (DGI), Four Square Step Test In comparison with no intervention, a program of supervised balance exercise using Nintendo Wii Fit® did not render statistically significant differences, but presented moderate effect sizes for several measures of balance performance effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 2 CAREN system Motion Platform Projection effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 4 Giampaolo Brichetto et al, 2013 Assess the effectiveness of visual-feedback exercises in improving balance in MS 36 MS patients Group 1:wii Group 2:traditional rehabilitation(static and dynamic exercises) 12 sessions (three 60-minute sessions/week) Berg Balance Scale (BBS), Modified Fatigue Impact Scale, and sway area Interactive visual-feedback exercises such as Wii could be more effective than the current standard protocol in improving balance disorders in MS. 5 Luca Prosperini et al, 2013 evaluate the effectiveness of a home-based rehabilitation of balance using the Nintendo Wii Balance Board System (WBBS) in patients affected by multiple sclerosis (MS) Group1: 12-week period of home based WBBS training followed by a 12-week period without any Intervention Group2: treatment in reverse order 12 weeks, daily session, 30 minutes force platform measures, 4-step square test (FSST), 25-foot timed walking test (25-FWT), and 29-item MS Impact Scale (MSIS-29) A home-based WBBS training might potentially provide an effective, engaging, balance rehabilitation solution for people with MS. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 6 Hasan Tariq,2015 evaluate the effectiveness of Wii based balance interventions among Multiple Sclerosis people. 205 MS patients Group1: Balance interventions by Wii balanced board. Group2: Control group with/without conventional Physiotherapy session of balance interventions ; 16 sessions, 30 minutes Berg balance scale (BBS), Center of Pressured (COP), Four Square step test (FSST), Time up and Go test (TUG) inclusion of Wii game in balance exercise on Multiple sclerosis people improve static balance more effectively as compare to dynamic balance in mild to moderate level of disability 7 Andreas Kramer et al, 2014 To assess the effectiveness of and the adherence to an exergame balance training program with additional postural demands in patients with MS. 70 MS patients Group1: exergame training Group2: conventional balance training 3 weeks, 9 sessions, 30 minutes Balance tests, gait analyses, Playing exergames on an unstable surface seems to be an effective way to improve balance and gait in MS patients, especially in dual task conditions. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 8 George D. Fulk, 2005 is to describe the use of plan of care that included locomotor training using both a body weight support (BWS) with a treadmill (TM) and overground walking as well as a virtual reality (VR)-based balance intervention to improve walking ability, balance, and endurance for an individual with MS A single case with MS BWS/TM system and over ground and VR-based balance interventions 12 weeks, 2d/w gait speed, gait endurance, and balance post intervention The client demonstrated improvements in gait speed, gait endurance, and balance post intervention and maintained the improvements at a 2-month follow up 9 Jonathan Robinson, et al, 2015 to examine the effects of exergaming on: (1) postural sway, (2) gait, (3) technology acceptance and (4) flow experience in people with MS. 56 PwMS Group1: balance training using the Nintendo Wii Fit™ (exergaming) Grouip2: traditional balance training group3: no intervention 4 weeks, 2d/w Postural sway, Spatiotemporal parameters of gait, flow experience In terms of the physical effects of exergaming, the Wii Fit™ is comparable to traditional balance training. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients 10 Theresa R. Jones, 2016 whether virtual reality therapy using Xbox Kinect improves balance and postural control in MS. 62 PwMS Group 1: kinect Group2: traditional physiotherapy 10 weeks, 1s/w, (BBS), Tinetti balance scale, Single Leg Balance test (SLB), 10-Meter Walking test (10MW), and Time Up and Go test (TUG). Virtual reality (VR) Kinect therapy is effective in improving balance and postural control in patients with MS. Although it should not replace conventional therapy 11 Bina Eftekharsadat et al, 2015 to investigate the efficacy of a short-term virtual reality (VR)-based balance training program on the balance ability of patients with MS. 30 PwMS Group1:balance training with biodex balance system Group 2: 3 trials of20 seconds MMT, TUG, modifies ashworth scale, Romberg, BBS, postural stability tests. According to the fall risk and postural stability tests results, the VR-based balance training could be an effective method for patients with MS. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients Discussion In these reviewed articles, the number of subjects, outcome measures, type of games, therapy sessions and control group were different for example some of them used berg balance scale for comparison while others used posturography measures and etc. Although they have different methods but most of them suggest that VR balance training is very effective tool for rehabilitation in MS patients. For suggesting a protocol, it can be used 4 to 12 weeks, 3 sessions per week for about 30 minutes each session. Games that are the most popular are skiing, table tilt and soccer heading for this purpose.   effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients conclusion Balance training based on virtual reality gaming could be an effective method for patients with MS. Additional search is needed to support the rehabilitation protocol with virtual reality and to solve their limitations and increase the effect of treatment. effects of virtual reality on balance of MS patients

effects of virtual reality on balance of MS patients