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Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool for Promoting Neuroplasticity in Stroke Survivors: A Systematic Review with Meta-analysis

Authors:
  • University of Nigeria, Nigeria.
  • Stroke Control Innovations Initiative of Nigeria

Abstract and Figures

Virtual Reality (VR) is an emerging neuroergonomics tool for stroke rehabilitation. It can be employed to promote post-stroke recovery during rehabilitation as a result of its neuroplasticity enhancing effects. This study systematically reviewed and meta-synthesised evidence on the effectiveness of virtual reality on selected markers of neuroplasticity among stroke survivors (SSv). The databases searched were PEDro, CINHAL, the Cochrane Library, and PUBMed using combinations of Medical subject heading (MeSH) terms and keywords in the titles, abstracts and text for the population, intervention and major outcome (PICO format). The studies included were randomized clinical trials that compared the effects VR among adult SSv. The PEDro scale was used for quality appraisal of the included studies. Forest plot (RevMan version 5.3) was used for the metasynthesis of the results, level of significance was set at α = 0.05. A total of 6 studies were included in the meta-analysis (involving 441 stroke survivors). The pooled effects on the improvement in motor function (SMD = −1.05; CI = −1.53, −0.56, Z = 4.22, p < 0.0001, I2 = 93%) and balance performance (SMD = −3.06; CI = −3.80, −2.32, Z = 8.11, p < 0.0001, I2 = 94%) was significantly in the favour of VR. There is evidence that virtual reality is an effective neuroergonomics modality for encouraging neuroplasticity through its effects on the motor function, balance and muscle strength of stroke survivors.
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Virtual Reality, a Neuroergonomic
and Neurorehabilitation Tool for Promoting
Neuroplasticity in Stroke Survivors:
A Systematic Review with Meta-analysis
Echezona Nelson Dominic Ekechukwu1,2,3(B), Ikenna Collins Nzeakuba1,
Olumide Olasunkanmi Dada4, Kingsley Obumneme Nwankwo5,
Paul Olowoyo6, Victor Adimabua Utti7, and Mayowa Ojo Owolabi8,9,10
1Department of Medical Rehabilitation, FHST, College of Medicine, University of Nigeria,
Nsukka, Nigeria
nelson.ekechukwu@unn.edu.ng
2Environmental and Occupational Health Unit, Institute of Public Health, College of Medicine,
University of Nigeria, Nsukka, Nigeria
3LANCET Physiotherapy Wellness and Research Centre, Enugu, Nigeria
4Department of Physiotherapy, Faculty of Clinical Sciences, College of Medicine,
University of Ibadan, Ibadan, Nigeria
5Stroke Control Innovations Initiative of Nigeria, Abuja, Nigeria
6Department of Medicine, Federal Teaching Hospital, Ido Ekiti, Nigeria
7University of Essex, Colchester, UK
8Center for Genomic and Precision Medicine, College of Medicine, University of Ibadan,
Ibadan, Nigeria
9University College Hospital, Ibadan, Ibadan, Nigeria
10 Blossom Specialist Medical Centre, Ibadan, Nigeria
Abstract. Virtual Reality (VR) is an emerging neuroergonomics tool for stroke
rehabilitation. It can be employed to promote post-stroke recovery during reha-
bilitation as a result of its neuroplasticity enhancing effects. This study system-
atically reviewed and meta-synthesised evidence on the effectiveness of virtual
reality on selected markers of neuroplasticity among stroke survivors (SSv). The
databases searched were PEDro, CINHAL, the Cochrane Library, and PUBMed
using combinations of Medical subject heading (MeSH) terms and keywords in the
titles, abstracts and text for the population, intervention and major outcome (PICO
format). The studies included were randomized clinical trials that compared the
effects VR among adult SSv. The PEDro scale was used for quality appraisal of
the included studies. Forest plot (RevMan version 5.3) was used for the metasyn-
thesis of the results, level of significance was set at α=0.05. A total of 6 studies
were included in the meta-analysis (involving 441 stroke survivors). The pooled
effects on the improvement in motor function (SMD =−1.05; CI =−1.53, 0.56,
Z=4.22, p <0.0001, I2 =93%) and balance performance (SMD =−3.06; CI =
3.80, 2.32, Z =8.11, p <0.0001, I2 =94%) was significantly in the favour of
VR. There is evidence that virtual reality is an effective neuroergonomics modality
for encouraging neuroplasticity through its effects on the motor function, balance
and muscle strength of stroke survivors.
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2022
N. L. Black et al. (Eds.): IEA 2021, LNNS 223, pp. 495–508, 2022.
https://doi.org/10.1007/978-3-030-74614-8_64
496 E. N. D. Ekechukwu et al.
Keywords: Virtual reality ·Neuroergonomics ·Neurorehabilitation ·
Neuroplasticity
1 Introduction
Stroke is the major cause of disability worldwide, with a high social-economic impact
[1,2]. One out of every four stroke cases is fatal and between 25 to 50% of the survivors
requires a rehabilitative treatment [3,4]. The World Health Organization reported that
15 million people globally experience a stroke annually [5]. Of these, 5 million die
and another 5 million are left permanently disabled, placing a burden on family and
community. Stroke affects about 62 million people worldwide [6], and is the second
leading cause of death and the third leading contributor to burden of disease globally
[68].
Stroke rehabilitation is complex, long lasting and expensive and its functional out-
come is influenced not only by the brain lesion site and extension, but also by med-
ical, demographic and neuropsychologic factors. Neurorehabilitation after a stroke is
valued highly by patients, and studies have shown a strong evidence for its effective-
ness [2,911]. There are various models of neurorehabilitation techniques available for
the management of stroke patients. The two conventional models commonly described
are rehabilitation through facilitation like Bobath technique and the motor re-learning
model [8]. There are other specific neurorehabilitation techniques for which systematic
reviews are available, they include constraint induced movement therapy (in which the
unaffected arm is immobilised for few hours each day in order to encourage learned use
of the affected arm), body-weight supported treadmill training and other aerobic exercise
training [7]. Stroke recovery and management requires neurorehabilitation techniques
that enhances neuroplasticity. Current trend and studies have shown a transitioning from
these conventional therapies to neuro-engineering models. Such emerging approaches
to stroke rehabilitation include virtual reality, motor imagery and robotics [8].
Virtual reality is a new technology that simulates a three-dimensional virtual world
on a computer and enables the generation of visual, audio, and haptic feedback for the
full immersion of users [12]. Users of virtual reality can interact with and observe objects
in three-dimensional visual space without limitation. Virtual reality is a neuroergonomic
tool [13], capable of enhancing neuroplasticity/learning [14], thus supporting its use in
neurorehabilitation. At present, virtual reality training has been widely used in rehabil-
itation of balance dysfunction [15]. When patients perform virtual reality training, the
prefrontal, parietal cortical areas and other motor cortical networks are activated [16].
Growing evidence from clinical studies reveals that virtual reality training improves
the neurological function of patients with spinal cord injury [17], cerebral palsy [18],
and other neurological impairments [1921]. These findings suggest that virtual reality
training can activate the cerebral cortex and improve the spatial orientation capacity of
patients, thus facilitating the cortical control on balance and improved motor functioning
in stroke patients.
Literature appears unsettled with regards to the effects of virtual reality on the health
outcomes of stroke survivors. While the study by Wang et al. reported significant bene-
ficial effects of virtual reality in improving motor function of stroke survivors [22], the
Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool 497
study by Brunner et al. reported a non-significant effect [23]. When literature becomes
shrouded with conflicting reports from primary studies, systematic reviews can be used
to provide superior evidence [24]. This study therefore systematically reviewed the evi-
dences from randomised clinical trials on the effects of virtual reality in the rehabilitation
of post-stroke patients.
2 Methods
2.1 Design
A systematic review with meta-analysis of randomized controlled trials on the effects
of virtual reality on functional outcome of stroke survivors.
2.2 Inclusion Criteria
Types of Studies: Original research manuscripts in peer-reviewed journals published
in English Language were included. Only randomized control trials that evaluated the
effects of virtual reality on functional outcomes of stroke survivors were included.
Types of Participants: The participants in the primary studies were adults of any
gender with a clinically diagnosed incidence of stroke.
Types of Intervention: Only studies whose primary aim was to determine the effects
of virtual reality as an intervention for stroke rehabilitation were included.
Types of Outcome Measures: Studies involving any of post stroke functional out-
come measures such as barthel index, functional independence measure, Fugl-Meyer
assessment scale etc.
2.3 Information Sources
An extensive search strategy to recognize studies that can be used for the review was
grouped into the search of bibliographic database and grey literature and eligibility
criteria system of study inclusion. This procedure was created in accordance with the
rules of the Cochrane Handbook of systematic reviews of intervention [25]. And advice
for Healthcare review by the centre for reviews and dissemination [26].
Search Strategy: An extensive study strategy created to search bibliographic databases
and grey literature that involved several combinations of search terms from Medical
subject Heading (MeSH) terms and keywords in the titles, abstracts and text for the
population, intervention and major outcome measures first in a pilot search to establish
sensitivity and specificity of the search strategy. A host of commands which included the
use of Boolean logic and search truncations was employed for the searches. There were
modification of the strategy to suit the syntax and subject heading of the databases. The
databases for the search were PEDro, CINHAL, the Cochrane Library, and PUBMed.
Trial register and directory of open-access repository websites including https://www.
clinicaltrial.gov,https://www.opendor.org and the web of science conference proceed-
ings were also searched. Additionally, hand search was done from the reference list of
identified studies and suggested articles.
498 E. N. D. Ekechukwu et al.
Study Record and Data Management: Search results were exported to Ref works to
check for duplication of studies. Bibliographic records were exported from Ref works
into Microsoft Excel (Microsoft 2010) to facilitate articles inclusion and exclusion. On
the basis of inclusion criteria, eligibility review questions and structures for the studies,
considerations to the two levels of eligibility assessment were produced, piloted and
refined when appropriate.
Selection Process: The eligibility criteria were liberally applied at the beginning to
ensure that relevant studies were included and that no study was excluded without thor-
ough evaluation. At the outset, studies were only excluded if they clearly met one or more
of the exclusion criteria. Screening was conducted online simultaneously on the title and
abstract by two reviewers to identify potentially relevant studies. Each reviewer cross-
checked the initial screening results of the other. The two reviewers then read through
the full text of selected studies for further screening (using the prior eligibility criteria).
Differences of opinions occurring at any stage regarding inclusion or exclusion were
resolved by discussion and reflection, in consultation with a third reviewer if warranted.
When decision could not be made based on available information, study authors were
contacted (to the maximum of three email attempts) to clarify issues of selection of any
study. Studies were excluded and the reasons for exclusion were recorded when authors
fail to respond to requests for clarifications on unclear issues regarding their reports.
Details of the flow of studies throughout the process of assessment of eligibility and
study selection were presented, along with the reasons for exclusion in a flow chart
(PRISMA diagram).
2.4 Data Collection Processes
Quality Appraisal for Included Studies: The quality of the selected studies were
assessed using the Physiotherapy Evidence Database (PEDro) quality appraisal tool.
The PEDro is an eleven-item scale in which the first item relates to external validity and
the other ten items assess the internal validity of a clinical trial. One point is given for
each satisfied criterion (except for the first item) yielding a maximum score of 10. The
higher the score, the better the quality of the study and the following grades were used:
9–10 (excellent); 6–8 (good); 4–5 (fair); <4 (poor). A point for a particular criterion
was awarded only if the article explicitly reported that the criterion was met. A score of
one was given for each yes answer and zero for no, unclear and not applicable (N/A)
answers. The overall score was reported as a tally of all yes answers out of 10 based
on the applicable answers for each study. Scores of individual items from the critical
appraisal tool were added to present the total score.
Data Synthesis and Assessment of Heterogeneity: The Research question on the
overall effects of virtual reality on the functional outcomes of stroke survivors were
asked and answers attempted and appropriate statistical method was used. Given that
the variables were on the ratio scale (continuous variable), weighted mean difference
was used when outcomes were consistent or standard mean differences when there was
the existence of variation in outcomes with a confidence interval of 95%. Meta-analysis
Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool 499
was done whenever two or more studies existed that assessed similar outcomes using
similar intervention. This was done to determine the pooled effect sizes across studies
using a random effect model and relying on the level of heterogeneity of the outcomes.
Assessment of heterogeneity was done via the Cochrane Chi-square test (10% signifi-
cant level) and Higgins I2for which values of 25%, 50% and 75% were interpreted as
low, medium and high heterogeneity respectively as stipulated by the guidance on the
Cochrane Handbook for Systematic Reviews of interventions [25].
2.5 Data Analysis
Investigation and presentation of outcomes were made using the main outcome. Studies
that were homogenous in study design, intervention and control were pooled together for
meta-analysis using a random effect model [25]. Appropriate statistical techniques were
used for each type of continuous (weighted mean differences if outcomes are consistent
or standard mean difference if different outcomes were used, with 95% CI). Interpretation
of studies that are heterogeneous was done by narrative synthesis following the guideline
of the Centre for Reviews and Dissemination to investigate the relationship and findings
within and between the included studies [26]. Data analysis (Meta-analysis) was done
using RevMan 5.3 software.
3 Results
3.1 Flow of Studies through the Review
The initial searches identified a number of potential relevant papers. The flow of papers
through the process of assessment of eligibility is represented with reasons for exclusion
of papers at each stage of the process as in Fig. 1.
3.2 Characteristics of Included Trials
A total of 5,496 articles were generated from the aforementioned search strategy (Fig. 1)
while 5,490 articles were eliminated after reading the abstracts and titles. Only six studies
that contributed data for 441 stroke survivors were finally included in this review (see
Table 1). All and none of the studies had random and concealed allocations respectively
as shown in Tables 2and 3. Considering both the PEDro ratings and sample size used, one
study provided level-1 evidence whereas the others were considered as level 2 studies
as shown in Table 3.
500 E. N. D. Ekechukwu et al.
3.3 Methodological Quality Appraisal
The methodological quality of the included trials ranged from fair to good, with a average
PEDro score of 7.9. Two trials had methodologically good quality with scores 6. The
individual PEDro items satisfied by almost all the trials were random allocation to groups
and point estimates and variability data as shown in Table 2.
Studies/publications excluded
Search strategy
Potentially relevant publications
obtained by combined searches
from PubMed, PEDro, CINAHL
COCHRANE library (n =5,496)
Titles and abstracts screened
(n = 4,569)
Full texts Screened (n=20)
Full texts evaluated (n=6)
Not an RCT (n=2,285)
Ineligible intervention (n = 1,111)
Ineligible participants (n= 1,153)
Published protocols, pilot and
feasibility studies and non English
language articles (n= 927)
Identification
Screenin
g
Eli
g
ibilit
y
Included
Mixed Participants: Stroke and
non- Stroke (n = 8)
Duplicates (n = 6)
Fig. 1. PRISMA flow chart of studies through the review
3.4 Interventions
The major intervention used was exercise based virtual training. The most common
exercise frequency and duration of time used was 3–5 days per week and 40–60 min per
day, respectively. The most commonly prescribed treatment duration of the programme
was 4weeks as shown in Tables 1and 4.
Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool 501
Table 1. Summary of study characteristics
Study ID n Intervention Intervention Parameters Location Outcome
measures
Freq Time Duration
Wang et al. [22]26 VR 1×545 min 4wk China WMFT
Brunner et al. [23]50 VR 1×560 min 4wk Norway ARAT
Kim et al. [27]24 VR 1×340 min 4wk korea Balancia
Software
Bang et al. [28]40 VR 1×340 min 8wk korea Pedoscan
Park et al. [29]30 VR 1×530 min 8wk korea BioRescue
Yang et al. [30]14 VR 1×340 min 3wk Taiwan Footscan
Keys: n: number of participants, Freq: Frequency of treatment (session*days/week), VR: Virtual
Reality, ARAT: Action reach arm test, WMFT: Wolf Motor Function Test
3.5 Outcome Measures
The Pedoscan, Biorescue, Footscan and Balancia Software were used to assess balance.
Action reach arm test (ARAT) and Wolf motor function test (WMFT) were used in
assessing motor function.
3.6 The Effect of Virtual Reality on Motor Function
The meta-analysis incorporated three trials that assessed motor function resulting in a
total of 93 participants. There was a significant pooled effect (Z =4.22, p <0.0001) on
motor function in favour of virtual reality group (SMD =−1.05; CI =−1.53, 0.56).
The included studies were weakly homogenous (X2=27.63, I2=93%) and a moderate
risk of bias (42.8%). All the studies were however in favour of the experimental group
as shown in Fig. 2.
3.7 The Effect of Virtual Reality on Balance Performance
The meta-analysis incorporated three trials that assessed balance performance resulting
in a total of 87 participants. There was a significant pooled effect (Z =8.11, p <0.0001)
on balance performance in favour of the virtual reality group (SMD =−3.06; CI =−
3.80, 2.32). The included studies were strongly homogenous (X2=35.57, I2=94%)
and had a moderate risk of bias (57.1%). All the studies were in favour of virtual reality
as shown in Fig. 3.
502 E. N. D. Ekechukwu et al.
Table 2. Pedro quality appraisal of studies that investigated effect of aerobic exercise on diabetic health profile.
Study Random
allocation
Concealed
allocation
Group
similar at
baseline
Participant
blinding
Therapist
blinding
Assessor
blinding
<15%
drop-outs
Intention to
treat analysis
Between-group
result reported
Point
estimate &
variability
reported
Total
Wang et al.
[22]
1 0 1 0 0 0 1 1 1 0 5
Brunner
et al. [23]
1 0 1 0 0 0 1 1 1 1 6
Kim et al.
[27]
1 0 1 0 0 0 0 1 1 0 4
Bang et al.
[28]
1 0 0 0 0 0 1 1 1 0 4
Park et al.
[29]
1 0 1 1 1 1 1 1 1 1 9
Yang et al.
[30]
1 0 0 0 0 1 0 0 1 1 4
Key: 1 =yes; 2 =No
Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool 503
Table 3. Summary of quality and level of evidence of the studies
Methodological quality Number of studies %
Pedro rating criteria
Random allocation to groups
Concealed allocation
Groups similar at baseline
Subject blinding
Therapist blinding
Assessor blinding
Less than 15% dropout
Intention to treat analysis
Btw groups statistics reported
Point estimates & variability data
6
0
4
1
1
2
4
5
6
2
100
0
66.7
16.7
16.7
33.3
66.7
83.2
100
33.3
Pedro total score
Excellent (9–10)
Good (6–8)
Fair (4–5)
Poor (0–3)
1
1
4
0
16.7
16.7
66.7
0
Level of evidence
Level 1
Level 2
1
5
16.7
83.3
Table 4. Summary of treatment protocols
Variables Categories N % Studies
Treatment time per session (mins) <20 0 0 None
21–30 233.3 27, 29
31–40 116.7 28
41–50 116.7 22
51–60 233.3 23, 30
Number of treatment session per week 1–2 116.7 23
3–5 6100 22, 23, 27–30
>5 0 0 None
Duration of treatment program (weeks) 1–3 116.7 30
4–8 583.3 22, 23, 27–29
504 E. N. D. Ekechukwu et al.
Study or Subgroup
Brunner et al, 2014
Kutner et al, 2010
Wang et al, 2017
Total (95% CI)
Heterogeneity: Chi = 27.63, df = 2 (P < 0.00001); I = 93%
Test for overall effect: Z = 4.22 (P < 0.0001)
Mean
-28.8
-28
-0.46
SD
16.1
1.5
0.11
Total
25
10
13
48
Mean
-23.2
-17.9
-0.16
SD
19
4.5
0.04
Total
25
7
13
45
Weight
75.8%
10.0%
14.2%
100.0%
IV, Fixed, 95% CI
-0.31 [-0.87, 0.25]
-3.12 [-4.66, -1.58]
-3.51 [-4.80, -2.22]
-1.05 [-1.53, -0.56]
Experimental Control Std. Mean Difference
Risk of bias legend
(A) Random sequence generation (selection bias)
(B) Allocation concealment (selection bias)
(C) Blinding of participants and personnel (performance bias)
(D) Blinding of outcome assessment (detection bias)
(E) Incomplete outcome data (attrition bias)
(F) Selective reporting (reporting bias)
(G) Other bias
++ + +
+ + + + +
+++
Risk of Bias
ABCDE FG
Std. Mean Difference
IV, Fixed, 95% CI
-4 -2 0 2 4
Favours [experimental] Favours [control]
–––
––
–––
Fig. 2. Forest Plot for the Meta-analysis on the effects of Virtual Reality on Motor Function of
stroke survivors
Study or Subgroup
Bang et al, 2016
Kim et al, 2015
Park et al, 2016
Total (95% CI)
Heterogeneity: Chi = 35.57, df = 2 (P < 0.00001); I = 94%
Test for overall effect: Z = 8.11 (P < 0.00001)
Mean
-5.8
-0.13
-78.7
SD
1.35
0.07
0.1
Total
20
10
15
45
Mean
-3.3
0.08
-56.4
SD
0.1
0.05
1.8
Total
20
7
15
42
Weight
74.8%
22.7%
2.5%
100.0%
IV, Fixed, 95% CI
-2.56 [-3.42, -1.70]
-3.18 [-4.73, -1.62]
-17.02 [-21.70, -12.34]
-3.06 [-3.80, -2.32]
Experimental Control Std. Mean Difference
Risk of bias legend
(A) Random sequence generation (selection bias)
(B) Allocation concealment (selection bias)
(C) Blinding of participants and personnel (performance bias)
(D) Blinding of outcome assessment (detection bias)
(E) Incomplete outcome data (attrition bias)
(F) Selective reporting (reporting bias)
(G) Other bias
+ +
+ +
+ + + + +
Risk of Bias
ABCDE FG
Std. Mean Difference
IV, Fixed, 95% CI
-20 -10 010 20
Favours [experimental] Favours [control]
––– ––
––– ––
––
Fig. 3. Forest Plot for the Meta-analysis on the effects of Virtual Reality on Balance Performance
of stroke survivors
Virtual Reality, a Neuroergonomic and Neurorehabilitation Tool 505
4 Discussion
Virtual reality is an approach to user-computer interface that involves real-time simula-
tion of an environment, scenario or activity that allows for user interaction via multiple
sensory channels [31]. It creates sensory illusions that produce a more or less believable
simulation of reality with the aim of fostering brain and behavioural responses in the vir-
tual world that are analogous to those that occur in the real world [32]. VR simulations
can be highly engaging, which provides crucial motivation for rehabilitative applica-
tions that require consistent, repetitive practice. Following damage to the brain as seen
in stroke survivors, their ability to interact with the physical environment is diminished,
thus compounding their disability. Virtual reality may potentially help reduce the bur-
den of such physical limitations by providing an alternative, favourable environment in
which to practice motor skills. It can be used to deliver meaningful and relevant stim-
ulation to an individual’s nervous system and thereby capitalise on the plasticity of the
brain to promote motor learning and rehabilitation [33].
In this review, the use of virtual reality was found to be effective in promoting motor
functional recovery among stroke survivors. It may be argued that motor plan is rep-
resented by the two premovement components [Negative Slope (NS) and Bereitschaft
Potential (BP)] of the Motor Related Cortical Potential (MRCP) from an electroen-
cephalogram (EEG) [34]. While the NS-wave (activity in the premotor area) which
starts about 500 ms before the movement is believed to represent the urge to act, the BP
(seen 1–3 s before the movement) is thought to reflect the early motor preparation (motor
programme) in the supplementary motor (SM) area, as well as the superior and inferior
parietal lobe [3437]. Similar cerebral motor plans in the motor and pre-motor areas
have been reported for real and virtual tasks actions [34]. It is therefore possible that
virtual reality rehabilitation mimics the neural mechanisms of actual neurorehabilitation
viz-a-viz the neuroplastic effects.
Virtual reality faccilitates the motor functional recovery of the paretic upper limb
through neural reorganization. This can be clinically revealed by a functional magnetic
resonance imaging (fMRI) scan that is capable of measuring the blood oxygen level
dependent (BOLD) signal. Changes in both the location and level of the BOLD signal
can reveal evidence of neuroplasticity [38]. In an RCT on the effects of Leap-Motion
based virtual reality of motor functional recovery and cortical reorganization of subacute
stroke survivors, Wang and his colleagues using an fMRI reported a shift in the activated
motor area from the ipsilateral to contralateral motor area that was more obvious in the
experimental groups [22]. This led to a significantly improved motor function compared
with the control group that received conventional therapy. This change may be attributed
to increased practice-induced neuroplasticity as a result of repetitive practice associated
with virtual reality training and/or imitation-dependent neuroplasticity initiated in the
virtual environment and carried out by the patient in the real world through mechanisms
such as synaptic pruning, Hebbian mechanism, or long term potentiation (LTP) [37].
There was also a pooled significant improvement in the balance performance of stroke
survivors in favour of virtual reality training [39]. The control of human balance is a
comprehensive process relying on the integration of visual, vestibular and somatosensory
inputs to the central nervous system. Balance performance can be therefore be affected by
a dysfunction in the proprioceptors, muscle weakness, joint immobility and instability,
506 E. N. D. Ekechukwu et al.
pain or visual deficits; these impairments characterizes post-stroke morbidity. Balance
as an outcome measure has been identified to be one of the key areas to be considered
during stroke rehabilitation. About 70–80% of stroke patients experience a fall as a
result of balance dysfunctions [30]. Virtual reality can be used to encourage long term
potentiation of the vertibular cortext and its pathways for balance functioning through
the visual feedback enhanced in a virtual environment; thus, “pathways that fire together,
wire together”. In an RCT to determine the effects of a community based virtual reality
training on the balance performance of chronic stroke survivors, Kim et al. found that
virtual reality significantly decreased the anterioposterior and total postural sway path
lengths as well as the postural sway speed [27].
A major advantage of virtual reality training over conventional neurorehabilitation
approach is adherence. Virtual reality is an entertaining, motivating and fun-therapy
and thus encourages patient-participation, repetition, attention and enjoyment which are
recipes for neuroplasticity. However, virtual reality is not without its own demerits. These
include problems of availability, affordability, acceptability and adaptability especially
in low and middle income countries where stroke morbidity and mortality is greatest.
5 Conclusion
Virtual reality is an effective neuroergonomic tool for the neurorehabilitation of stroke
survivors by harnessing its neuroplastic effects.
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... Overall, 39 reviews (67.2%) assessed upper limb function and activity, 23 of which reported quantitative synthesis. Two reviews 58,59 were not considered for synthesis of results due to different controls (eg, mirror therapy) and incomplete outcome data. The remaining 21 reviews (n = 39 meta-analyses) reported discordant results: 25 meta-analyses (64.1%) reported the superiority ...
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Background Virtual reality (VR) is an innovative neurorehabilitation modality that has been variously examined in systematic reviews. We assessed VR effectiveness and safety after cerebral stroke. Methods In this overview of systematic reviews, we searched eleven databases (Cochrane Database of Systematic Reviews, EMBASE, MEDLINE, SCOPUS, ISI Web of Science, CINAHL, PsycINFO, Pedro, Otseeker, Healthevidence.org, Epistemonikos) and grey literature from inception to January 17, 2023. Studies eligible for inclusion were systematic reviews published in English that included adult patients with a clinical diagnosis of stroke (acute to chronic phase) undergoing any kind of immersive, semi-immersive or non-immersive VR intervention with or without conventional therapy versus conventional therapy alone. The primary outcome was motor upper limb function and activity. The secondary outcomes were gait and balance, cognitive and mental function, limitation of activities, participation, and adverse events. We calculated the degree of overlap between reviews based on the corrected covered area (CCA). Methodological quality was assessed using the A MeaSurement Tool to Assess systematic Reviews (AMSTAR 2) and the Certainty of Evidence (CoE) using the Grading of Recommendations, Assessment, Development, and Evaluations (GRADE) approach. Discordances between results were examined using a conceptual framework based on the Jadad algorithm. This overview is registered with PROSPERO, CRD42022329263. Findings Of the 58 reviews included (n = 345 unique primary studies), 42 (72.4%) had conducted meta-analysis. More than half of the reviews (58.6%) were published between 2020 and 2022 and many (77.6%) were judged critically low in quality by AMSTAR 2. Most reported the Fugl Meyer Assessment scale (FMA-UE) to measure upper limb function and activity. For the primary outcome, there was a moderate overlap of primary studies (CCA 9.0%) with discordant findings. Focusing on upper limb function (FMA-UE), VR with or without conventional therapy seems to be more effective than conventional therapy alone, with low to moderate CoE and probable to definite clinical relevance. For secondary outcomes there was uncertainty about the superiority or no difference between groups due to substantial heterogeneity of measurement scales (eg, methodological choices). A few reviews (n = 6) reported the occurrence of mild adverse events. Interpretation Current evidence suggests that multiple meta-analyses agreed on the superiority of VR with or without conventional therapy over conventional therapy on FME-UE for upper limb. Clinicians may consider embedding VR technologies into their practice as appropriate with patient's goals, abilities, and preferences. However, caution is needed given the poor methodological quality of reviews. Funding 10.13039/501100003196Italian Ministry of Health.
... VR-based interventions have relied on the patient interacting with virtual objects through either active hand movements or imagined movements detected via a brain-computer interface (BCI) (Mizuguchi et al., 2013;Eaves et al., 2016;Ruffino et al., 2017) or via biofeedback (Levin et al., 2012). Recent research has shown that modulating neuroplasticity through VR can improve the motor function and muscle strength of stroke survivors (Ekechukwu et al., 2021). In fact, in Corbetta et al. (2015), VR was shown to be a suitable substitute for conventional rehabilitation to improve walking speed, balance, and mobility in stroke patients. ...
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Virtual reality (VR)-mediated rehabilitation is emerging as a useful tool for stroke survivors to recover motor function. Recent studies are showing that VR coupled with physiological computing (i.e., real-time measurement and analysis of different behavioral and psychophysiological signals) and feedback can lead to 1) more engaged and motivated patients, 2) reproducible treatments that can be performed at the comfort of the patient’s home, and 3) development of new proxies of intervention outcomes and success. While such systems have shown great potential for stroke rehabilitation, an extensive review of the literature is still lacking. Here, we aim to fill this gap and conduct a systematic review of the twelve studies that passed the inclusion criteria. A detailed analysis of the papers was conducted along with a quality assessment/risk of bias evaluation of each study. It was found that the quality of the majority of the studies ranked as either good or fair. Study outcomes also showed that VR-based rehabilitation protocols coupled with physiological computing can enhance patient adherence, improve motivation, overall experience, and ultimately, rehabilitation effectiveness and faster recovery times. Limitations of the examined studies are discussed, such as small sample sizes and unbalanced male/female participant ratios, which could limit the generalizability of the obtained findings. Finally, some recommendations for future studies are given.
... Virtual (VR) and augmented (AR) reality technologies have been increasingly applied in various industries and spheres of human activity in recent years. They are successfully applied in professional training (training complexes [1,2], interactive assistants [3], personnel training and testing systems [4]), organization of rehabilitation measures (psychological [5] and neurological [6] diseases, restoration of the musculoskeletal system [7]), as well as in the entertainment industry (virtual reality games [8], mobile games [9] and applications [10] based on augmented reality). ...
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Chapter
Stroke is the most common neurological disease and one of the most common fatal diseases in the world. Stroke patients suffer from several physical, cognitive, and sensory complications that impact their functionality and independence in daily activities and, consequently, can reduce their quality of life. Given this impact, it is important to assess the various ways to ensure effective and satisfactory rehabilitation for the stroke person. Virtual reality has been proven in recent times as a promising tool in stroke motor rehabilitation, being effective with its immersive elements and, at the same time, motivating patients. With all this in mind, this chapter aimed to analyze the current scientific evidence of Virtual Reality intervention for functional rehabilitation of stroke patients.
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Stroke induces changes in the haematological variables of post-stroke patients. Pathological changes in haematological variables can be reversed using aerobic exercise. This study assessed and compared the effects of Interval Training (IT), Continuous Training (CT) and a Combination of Interval and Continuous Training (CICT) modes of aerobic exercise on selected haematological variables of stroke survivors (SSv). Sixty-nine consecutively recruited SSv participated in this single blind randomized controlled trial. They were randomly assigned into one of the IT (n=25), CT (n=21) and CICT (n=23) groups. All the participants underwent aerobic training at 40 – 70% of heart rate reserve using a bicycle ergometer for eight consecutive weeks following the American Heart Association/American Stroke Association protocol. White blood cell count (WBC), red blood count (RBC), haemoglobin concentration (Hg), platelet count (PC) and mean platelet volume (MPV) were determined using PROCAN PE-6800. Data was analysed using descriptive statistics, one-way ANOVA, ANCOVA and paired t-test at "0.05. No significant difference was observed in all the baseline variables across the three groups (p>0.05). All the pre- and post-intervention haematological variables were significantly different in all the groups (p<0.05) except WBC in the CT group (t=-0.538, p=0.596). Post-intervention WBC (5.71±1.31*103/:L; 6.00±1.22*103/:L; 5.87±1.38*103/:L), RBC (4.64±0.42*106/:L; 4.64±0.38*106/:L; 4.76±0.42*106/:L), haemoglobin (12.69±1.53g/dL; 11.90±1.47g/dL; 12.30±1.57g/dL), PC (291.40±63.73*103/:L; 260.48±60.15*103/:L; 301.57±64.23*103/:L), and MPV (9.78±0.99fl; 10.47±1.02fl; 10.14±0.97fl) were significantly different across the IT, CT and CICT groups respectively. The IT was the most effective in decreasing WBC and MPV and also the most effective in increasing Hg and PC.The IT, CT and CICT modes are effective in significantly improving the haematological variables of stroke survivors after eight weeks of aerobic training, the IT mode is, however, the most effective.KEY WORDS: aerobic training, stroke survivors, haematological variables
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Determining subclinical Brain stroke (BS) risk factors may allow for early and more operative BS prevention measures to find the main risk factors and moderating effects of survival in patients with BS. In this prospective study, a total of 332 patients were recruited from 2004 up to 2018. Cox's proportional hazard regressions were used to analyze the predictors of survival and the moderating effect by introducing the interaction effects. The survival probability 1-, 5- and 10-year death rates were 0.254, 0.053, and 0. 023, respectively. The most important risk factors for predicting BS were age category, sex, history of blood pressure, history of diabetes, history of hyperlipoproteinemia, oral contraceptive pill, hemorrhagic cerebrovascular accident. Interestingly, the age category and education level, smoking and using oral contraceptive pill moderates the relationship between the history of cerebrovascular accident, history of heart disease, and history of blood pressure with the hazard of BS, respectively. Instead of considerable advances in the treatment of the patient with BS, effective BS prevention remains the best means for dropping the BS load regarding the related factors found in this study.
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A spinal cord injury (SCI) usually results in a significant limitation in the functional outcomes, implying a challenge to the performance of activities of daily living. The main aim of this study is to analyze the effectiveness of virtual reality to improve functional performance in patients with SCI. The search was performed between October and December 2019 in Cumulative Index to Nursing and Allied Health Literature (CINAHL), Medline, Cochrane Central Register of Controlled Trials, Physiotherapy Evidence Database (PEDro), PubMed, Scopus, Web of Science, and Embase. The methodological quality of the studies was evaluated through the PEDro scale, and the risk of bias was evaluated with the Cochrane collaboration’s tool. Seven articles were included in this systematic review, and five of them in the meta-analysis. Statistical analysis showed favorable results for functional performance in control group performing conventional therapy, measured by the functional independence measure (standardized mean difference (SMD)= −0.70; 95% confidence interval: −1.25 to −0.15). Results were inconclusive for other outcomes. Most studies have not shown beneficial effects on functional performance compared with conventional physical therapy. The results obtained showed that virtual reality may not be more effective than conventional physical therapy in improving functional performance in patients with SCI.
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This work-in-progress paper examines the effects of immersive virtual experiences on cognition and neuroplasticity. Study 1 examined the separate and combined effects of physically-active and cognitively-demanding immersive gameplay on executive function and associated neural substrates. Results indicated that cognition and neuroplasticity-the building of new brain connections-increase when learning novel skills via active gameplay. Study 2 devised an experimental design to reproduce Study 1 in virtual reality to examine whether the findings of enhanced cognition and neuroplasticity generalize across virtual contexts and development. Incorporating neuroimaging measures into virtual experiences may identify the underlying mechanisms for behavioral changes in learning.
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Background: Given the limited healthcare resources in low and middle income countries (LMICs), effective rehabilitation strategies that can be realistically adopted in such settings are required. Objective: A systematic review of literature was conducted to identify pragmatic solutions and outcomes capable of enhancing stroke recovery and quality of life of stroke survivors for low- and middle- income countries. Methods: PubMed, HINARI, and Directory of Open Access Journals databases were searched for published Randomized Controlled Trials (RCTs) till November 2018. Only completed trials published in English with non-pharmacological interventions on adult stroke survivors were included in the review while published protocols, pilot studies and feasibility analysis of trials were excluded. Obtained data were synthesized thematically and descriptively analyzed. Results: One thousand nine hundred and ninety six studies were identified while 347 (65.22% high quality) RCTs were found to be eligible for the review. The most commonly assessed variables (and outcome measure utility) were activities of daily living [75.79% of the studies, with Barthel Index (37.02%)], motor function [66.57%; with Fugl Meyer scale (71.88%)], and gait [31.12%; with 6 min walk test (38.67%)]. Majority of the innovatively high technology interventions such as robot therapy (95.24%), virtual reality (94.44%), transcranial direct current stimulation (78.95%), transcranial magnetic stimulation (88.0%) and functional electrical stimulation (85.00%) were conducted in high income countries. Several traditional and low-cost interventions such as constraint-induced movement therapy (CIMT), resistant and aerobic exercises (R&AE), task oriented therapy (TOT), body weight supported treadmill training (BWSTT) were reported to significantly contribute to the recovery of motor function, activity, participation, and improvement of quality of life after stroke. Conclusion: Several pragmatic, in terms of affordability, accessibility and utility, stroke rehabilitation solutions, and outcome measures that can be used in resource-limited settings were found to be effective in facilitating and enhancing post-stroke recovery and quality of life.
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Objective: In recent years, virtual reality (VR) has been tested as a therapeutic tool in neurorehabilitation research. However, the impact effectiveness of VR technology on for Parkinson's Disease (PD) patients is still remains controversial unclear. In order to provide a more scientific basis for rehabilitation of PD patients' modality, we conducted a systematic review of VR rehabilitation training for PD patients and focused on the improvement of gait and balance. Methods: An comprehensive search was conducted using the following databases: PubMed, Web of Science, Cochrane Library, CINHAL, Embase and CNKI (China National Knowledge Infrastructure).Articles published before 30 December 2018 and of a randomized controlled trial design to study the effects of VR for patients with PD were included. The study data were pooled and a meta-analysis was completed. This systematic review was conducted in accordance with the PRISMA guideline statement and was registered in the PROSPERO database (CRD42018110264). Results: A total of sixteen articles involving 555 participants with PD were included in our analysis. VR rehabilitation training performed better than conventional or traditional rehabilitation training in three aspects: step and stride length (SMD = 0.72, 95%CI = 0.40,1.04, Z = 4.38, P<0.01), balance function (SMD = 0.22, 95%CI = 0.01,0.42, Z = 2.09, P = 0.037), and mobility(MD = -1.95, 95%CI = -2.81,-1.08, Z = 4.41, P<0.01). There was no effect on the dynamic gait index (SMD = -0.15, 95%CI = -0.50,0.19, Z = 0.86, P = 0.387), and gait speed (SMD = 0.19, 95%CI = -0.03,0.40, Z = 1.71, P = 0.088).As for the secondary outcomes, compared with the control group, VR rehabilitation training demonstrated more significant effects on the improvement of quality of life (SMD = -0.47, 95%CI = -0.73,-0.22, Z = 3.64, P<0.01), level of confidence (SMD = -0.73, 95%CI = -1.43,-0.03, Z = 2.05, P = 0.040), and neuropsychiatric symptoms (SMD = -0.96, 95%CI = -1.27,-0.65, Z = 6.07, P<0.01), while it may have similar effects on global motor function (SMD = -0.50, 95%CI = -1.48,0.48, Z = 0.99, P = 0.32), activities of daily living (SMD = 0.25, 95%CI = -0.14,0.64, Z = 1.24, P = 0.216), and cognitive function (SMD = 0.21, 95%CI = -0.28,0.69, Z = 0.84, P = 0.399).During the included interventions, four patients developed mild dizziness and one patient developed severe dizziness and vomiting. Conclusions: According to the results of this study, we found that VR rehabilitation training can not only achieve the same effect as conventional rehabilitation training. Moreover, it has better performance on gait and balance in patients with PD. Taken together, when the effect of traditional rehabilitation training on gait and balance of PD patients is not good enough, we believe that VR rehabilitation training can at least be used as an alternative therapy. More rigorous design of large-sample, multicenter randomized controlled trials are needed to provide a stronger evidence-based basis for verifying its potential advantages.
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Background: Socioeconomic status (SES) is associated with stroke incidence and mortality. Distribution of stroke risk factors is changing worldwide; evidence on these trends is crucial to the allocation of resources for prevention strategies to tackle major modifiable risk factors with the highest impact on stroke burden. Methods: We extracted data from the Global Burden of Diseases, Injuries, and Risk Factors Study (GBD) 2017. We analysed trends in global and SES-specific age-standardised stroke incidence, prevalence, mortality, and disability-adjusted life years (DALYs) lost from 1990 to 2017. We also estimated the age-standardised attributable risk of stroke mortality associated with common risk factors in low-, low-middle-, upper-middle-, and high-income countries. Further, we explored the effect of age and sex on associations of risk factors with stroke mortality from 1990 to 2017. Results: Despite a growth in crude number of stroke events from 1990 to 2017, there has been an 11.3% decrease in age-standardised stroke incidence rate worldwide (150.5, 95% uncertainty interval [UI] 140.3-161.8 per 100,000 in 2017). This has been accompanied by an overall 3.1% increase in age-standardised stroke prevalence rate (1300.6, UI 1229.0-1374.7 per 100,000 in 2017) and a 33.4% decrease in age-standardised stroke mortality rate (80.5, UI 78.9-82.6 per 100,000 in 2017) over the same time period. The rising trends in age-standardised stroke prevalence have been observed only in middle-income countries, despite declining trends in age-standardised stroke incidence and mortality in all income categories since 2005. Further, there has been almost a 34% reduction in stroke death rate (67.8, UI 64.1-71.1 per 100,000 in 2017) attributable to modifiable risk factors, more prominently in wealthier countries. Conclusions: Almost half of stroke-related deaths are attributable to poor management of modifiable risk factors, and thus potentially preventable. We should appreciate societal barriers in lower-SES groups to design tailored preventive strategies. Despite improvements in general health knowledge, access to healthcare, and preventative strategies, SES is still strongly associated with modifiable risk factors and stroke burden; thus, screening of people from low SES at higher stroke risk is crucial.
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As their illness progresses, patients with Multiple Sclerosis (MS) may suffer from motor impairments. In the present study, we examined the effectiveness of three interventions for learning a bimanual coordination task: Virtual reality training (VRT), conventional physical training (CPT), and the combination of VRT and CPT (COMB). A total of 45 women with MS were randomly assigned to one of the following study conditions: VRT, CPT or COMB. Bimanual coordination was assessed at baseline, eight weeks later at study completion, and 4 weeks after that at follow-up. Bimanual coordination improved over time from baseline to study completion and to follow-up. Compared to the VRT and CPT conditions, the COMB condition led to higher coordination accuracy and consistency. The combination thus appears to have the potential to speed up the recovery of motor control and rehabilitation of women with MS.