Immersive Virtual Reality to Improve Outcomes in Veterans With Stroke: Protocol for a Single-Arm Pilot Study

被引:8
|
作者
Tran, Johanna E. [1 ,2 ]
Fowler, Christopher A. [3 ,4 ]
Delikat, Jemy [3 ]
Kaplan, Howard [5 ]
Merzier, Marie M. [3 ]
Schlesinger, Michelle R. [1 ]
Litzenberger, Stefan [1 ,6 ]
Marszalek, Jacob M. [3 ,7 ]
Scott, Steven [8 ,9 ]
Winkler, Sandra L. [3 ,10 ]
机构
[1] James A Haley Vet Hosp, Phys Med & Rehabil Serv, 13000 Bruce B Downs Blvd, Tampa, FL 33612 USA
[2] Univ S Florida, Morsani Coll Med, Dept Internal Med, Tampa, FL 33620 USA
[3] James A Haley Vet Hosp, Res & Dev Serv, Tampa, FL 33612 USA
[4] Univ S Florida, Morsani Coll Med, Dept Psychiat & Behav Neurosci, Tampa, FL 33620 USA
[5] Univ S Florida, Adv Visualizat Ctr, Informat Technol & Res Comp, Tampa, FL 33620 USA
[6] Univ S Florida, Morsani Coll Med, Dept Phys Med & Rehabil, Tampa, FL 33620 USA
[7] Univ Missouri, Dept Psychol, Kansas City, MO 64110 USA
[8] James A Haley Vet Hosp, Polytrauma Rehabil Ctr, Tampa, FL 33612 USA
[9] Univ S Florida, Morsani Coll Med, Dept Neurol, Tampa, FL 33620 USA
[10] Nova Southeastern Univ, Dept Occupat Therapy, Ft Lauderdale, FL 33314 USA
来源
JMIR RESEARCH PROTOCOLS | 2021年 / 10卷 / 05期
关键词
stroke; immersive virtual reality; feasibility; veterans affairs; veterans; pilot; recovery; upper extremity; CLINICALLY IMPORTANT DIFFERENCES; UPPER-EXTREMITY; UPPER-LIMB; MOTOR REHABILITATION; PAIN MANAGEMENT; RECOVERY; THERAPY; METAANALYSIS; GAME; IMPLEMENTATION;
D O I
10.2196/26133
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Over the last decade, virtual reality (VR) has emerged as a cutting-edge technology in stroke rehabilitation. VR is defined as a type of computer-user interface that implements real-time simulation of an activity or environment allowing user interaction via multiple sensory modalities. In a stroke population, VR interventions have been shown to enhance motor, cognitive, and psychological recovery when utilized as a rehabilitation adjunct. VR has also demonstrated noninferiority to usual care therapies for stroke rehabilitation. Objective: The proposed pilot study aims to (1) determine the feasibility and tolerability of using a therapeutic VR platform in an inpatient comprehensive stroke rehabilitation program and (2) estimate the initial clinical efficacy (effect size) associated with the VR platform using apps for pain distraction and upper extremity exercise for poststroke neurologic recovery. Methods: This study will be conducted in the Comprehensive Integrated Inpatient Rehabilitation Program at the James A Haley Veterans' Hospital. Qualitative interviews will be conducted with 10 clinical staff members to assess the feasibility of the VR platform from the clinician perspective. A prospective within-subject pretest-posttest pilot design will be used to examine the tolerability of the VR platform and the clinical outcomes (ie, upper extremity neurologic recovery, hand dexterity, pain severity) in 10 veteran inpatients. A VR platform consisting of commercially available pain distraction and upper extremity apps will be available at the participants' bedside for daily use during their inpatient stay (approximately 4-6 weeks). Clinician interviews will be analyzed using qualitative descriptive analysis. Cohen d effect sizes with corresponding 95% CIs will be calculated for upper extremity neurologic recovery, hand dexterity, and pain. The proportion of participants who achieve minimal clinically important difference after using the VR platform will be calculated for each clinical outcome. Results: This study was selected for funding in August 2020. Institutional review board approval was received in October 2020. The project start date was December 2020. The United States Department has issued a moratorium on in-person research activities secondary to COVID-19. Data collection will commence once this moratorium is lifted. Conclusions: Our next step is to conduct a large multi-site clinical trial that will incorporate the lessons learned from this pilot feasibility study to test the efficacy of a VR intervention in inpatient rehabilitation and transition to home environments. When VR is used in patients' rooms, it serves to provide additional therapy and may reduce clinician burden. VR also presents an opportunity similar to home-based practice exercises. VR can be implemented in both clinical settings and people's own homes, where engagement in ongoing self-management approaches is often most challenging. This unique experience offers the potential for seamless transition from inpatient rehabilitation to the home.
引用
收藏
页数:11
相关论文
共 50 条
  • [31] Telerehabilitation to improve outcomes for people with stroke: study protocol for a randomised controlled trial
    Saywell, Nicola
    Vandal, Alain C.
    Brown, Paul
    Hanger, H. Carl
    Hale, Leigh
    Mudge, Suzie
    Milosavljevic, Stephan
    Feigin, Valery
    Taylor, Denise
    TRIALS, 2012, 13
  • [32] Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
    Liu, Zhilan
    He, Zhijie
    Yuan, Jing
    Lin, Hua
    Fu, Conghui
    Zhang, Yan
    Wang, Nian
    Li, Guo
    Bu, Jing
    Chen, Mei
    Jia, Jie
    BRAIN SCIENCES, 2023, 13 (01)
  • [33] Effectiveness of Virtual Reality Exercises in STroke Rehabilitation (EVREST): Rationale, Design, and Protocol of a Pilot Randomized Clinical Trial Assessing the Wii Gaming System
    Saposnik, G.
    Mamdani, M.
    Bayley, M.
    Thorpe, K. E.
    Hall, J.
    Cohen, L. G.
    Teasell, R.
    INTERNATIONAL JOURNAL OF STROKE, 2010, 5 (01) : 47 - 51
  • [34] Does the addition of virtual reality training to a standard program of inpatient rehabilitation improve sitting balance ability and function after stroke? Protocol for a single-blind randomized controlled trial
    Sheehy, L.
    Taillon-Hobson, A.
    Sveistrup, H.
    Bilodeau, M.
    Fergusson, D.
    Levac, D.
    Finestone, H.
    BMC NEUROLOGY, 2016, 16
  • [35] Virtual Reality for Motor and Cognitive Rehabilitation From Clinic to Home: A Pilot Feasibility and Efficacy Study for Persons With Chronic Stroke
    Jonsdottir, Johanna
    Baglio, Francesca
    Gindri, Patrizia
    Isernia, Sara
    Castiglioni, Carlotta
    Gramigna, Cristina
    Palumbo, Giovanna
    Pagliari, Chiara
    Di Tella, Sonia
    Perini, Gloria
    Bowman, Thomas
    Salza, Marco
    Molteni, Franco
    FRONTIERS IN NEUROLOGY, 2021, 12
  • [36] A virtual reality intervention for fear of movement for Veterans with chronic pain: protocol for a feasibility study
    Christopher A. Fowler
    Lisa M. Ballistrea
    Kerry E. Mazzone
    Aaron M. Martin
    Howard Kaplan
    Kevin E. Kip
    Jennifer L. Murphy
    Sandra L. Winkler
    Pilot and Feasibility Studies, 5
  • [37] Non-Immersive Virtual Reality for Upper Limb Rehabilitation in Stroke Survivors - A Feasibility Study
    Grigoras, A., V
    Matei, D.
    Ignat, E. B.
    BALNEO RESEARCH JOURNAL, 2018, 9 (03) : 232 - 239
  • [38] Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial
    Schrempf, Matthias C.
    Zanker, Johannes
    Arndt, Tim Tobias
    Vlasenko, Dmytro
    Anthuber, Matthias
    Mueller, Gernot
    Sommer, Florian
    Wolf, Sebastian
    GAMES FOR HEALTH JOURNAL, 2023, 12 (06) : 450 - 458
  • [39] An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study
    Huygelier, Hanne
    Schraepen, Brenda
    Lafosse, Christophe
    Vaes, Nathalie
    Schillebeeckx, Fabienne
    Michiels, Karla
    Note, Eline
    Vanden Abeele, Vero
    van Ee, Raymond
    Gillebert, Celine R.
    APPLIED NEUROPSYCHOLOGY-ADULT, 2022, 29 (05) : 915 - 935
  • [40] A very low-carbohydrate diabetes prevention program for veterans with prediabetes: a single-arm mixed methods pilot study
    Griauzde, Dina H. H.
    Hershey, Cheryl
    Michaels, Jamie
    Evans, Richard R. R.
    Richardson, Caroline R. R.
    Heisler, Michele
    Kullgren, Jeffrey T. T.
    Saslow, Laura R. R.
    FRONTIERS IN NUTRITION, 2023, 10