The effects of virtual reality environment simulations on balance and gait rehabilitation in persons with lower extremity amputation.

IF 0.8 4区 医学 Q4 ORTHOPEDICS Prosthetics and Orthotics International Pub Date : 2025-03-05 DOI:10.1097/PXR.0000000000000428
Mokhtar Arazpour, Fatemeh Keshavarzi, Steven A Gard
{"title":"The effects of virtual reality environment simulations on balance and gait rehabilitation in persons with lower extremity amputation.","authors":"Mokhtar Arazpour, Fatemeh Keshavarzi, Steven A Gard","doi":"10.1097/PXR.0000000000000428","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>Walking rehabilitation for individuals with lower limb amputation plays a crucial role in effectively using prostheses. The development of new technologies, such as virtual environments, will enhance our ability to improve walking in this population.</p><p><strong>Objective: </strong>To explore the potential of virtual reality in lower limb amputee rehabilitation by using immersive virtual reality environments to address gait and balance issues and evaluate outcomes in individuals with lower limb amputation.</p><p><strong>Study design: </strong>A systematic review.</p><p><strong>Methods: </strong>The search strategy, validated by all authors, conducted in five electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023. To be eligible, articles were required to have a virtual reality environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.</p><p><strong>Results: </strong>We screened 1577 documents that appeared in the search, thirty-three studies after the full-text evaluation met our inclusion criteria. Ten studies used non-immersive, eighteen used semi-immersive and three used fully immersive virtual reality simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All RCTs had focused on non-immersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.</p><p><strong>Conclusion: </strong>The effectiveness of non-immersive, semi-immersive, and fully immersive virtual reality simulations for improving balance in individuals with amputation needs more research, especially in combination with biofeedback and newer gaming technologies. This approach has the potential to enhance rehabilitation for lower limb amputees, but need specific outcome measures for evaluation.</p><p><strong>Data sources: </strong>The search strategy, validated by all authors, conducted in 5 electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023.</p><p><strong>Study selection: </strong>To be eligible, articles were required to have a VR environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.</p><p><strong>Result: </strong>We screened 1577 documents that appeared in the search, and 33 studies after the full-text evaluation met our inclusion criteria. Ten studies used nonimmersive, 18 used semiimmersive, and 3 used fully immersive VR simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All randomized controlled trials had focused on nonimmersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.</p><p><strong>Conclusions: </strong>Non-immersive VR simulations like video games can be effective for improving balance-related clinical test results in persons with amputation and may have superior benefits for older adults. Semi-immersive VR simulations can improve balance and gait symmetry. Fully immersive VR simulations in combination with subjects' biofeedback need more research to engage in walking and dynamic balance rehabilitation.</p>","PeriodicalId":49657,"journal":{"name":"Prosthetics and Orthotics International","volume":" ","pages":""},"PeriodicalIF":0.8000,"publicationDate":"2025-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Prosthetics and Orthotics International","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1097/PXR.0000000000000428","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"ORTHOPEDICS","Score":null,"Total":0}
引用次数: 0

Abstract

Background: Walking rehabilitation for individuals with lower limb amputation plays a crucial role in effectively using prostheses. The development of new technologies, such as virtual environments, will enhance our ability to improve walking in this population.

Objective: To explore the potential of virtual reality in lower limb amputee rehabilitation by using immersive virtual reality environments to address gait and balance issues and evaluate outcomes in individuals with lower limb amputation.

Study design: A systematic review.

Methods: The search strategy, validated by all authors, conducted in five electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023. To be eligible, articles were required to have a virtual reality environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.

Results: We screened 1577 documents that appeared in the search, thirty-three studies after the full-text evaluation met our inclusion criteria. Ten studies used non-immersive, eighteen used semi-immersive and three used fully immersive virtual reality simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All RCTs had focused on non-immersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.

Conclusion: The effectiveness of non-immersive, semi-immersive, and fully immersive virtual reality simulations for improving balance in individuals with amputation needs more research, especially in combination with biofeedback and newer gaming technologies. This approach has the potential to enhance rehabilitation for lower limb amputees, but need specific outcome measures for evaluation.

Data sources: The search strategy, validated by all authors, conducted in 5 electronic databases (Web of Science, PubMed, Science Direct, CINAHL Complet, EBSCOhost) from inception to September 2023.

Study selection: To be eligible, articles were required to have a VR environment as an intervention in persons with lower limb amputation with the intent of improving or evaluating their gait or balance. There was no restriction for study design or type of outcome measure.

Result: We screened 1577 documents that appeared in the search, and 33 studies after the full-text evaluation met our inclusion criteria. Ten studies used nonimmersive, 18 used semiimmersive, and 3 used fully immersive VR simulations. Virtual reality environments have been used to test and train individuals with lower limb amputation. All randomized controlled trials had focused on nonimmersive virtual environment like video games, and most participants were transtibial K3-K4 level amputees.

Conclusions: Non-immersive VR simulations like video games can be effective for improving balance-related clinical test results in persons with amputation and may have superior benefits for older adults. Semi-immersive VR simulations can improve balance and gait symmetry. Fully immersive VR simulations in combination with subjects' biofeedback need more research to engage in walking and dynamic balance rehabilitation.

查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
2.30
自引率
13.30%
发文量
208
审稿时长
6-12 weeks
期刊介绍: Prosthetics and Orthotics International is an international, multidisciplinary journal for all professionals who have an interest in the medical, clinical, rehabilitation, technical, educational and research aspects of prosthetics, orthotics and rehabilitation engineering, as well as their related topics.
期刊最新文献
The effects of virtual reality environment simulations on balance and gait rehabilitation in persons with lower extremity amputation. Returning to work after dysvascular lower limb amputation-A novel multivariate approach to examine relative contributions of biopsychosocial predictors. Biomechanical effects of foot orthoses on jump landing performance: A systematic review. Which factors may influence medium-term quality of life of patients with lower-limb loss? A systematic review of the literature. What are relevant predictors of physical activity in older adults with lower limb loss (LLL)? Results of a retrospective analysis.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1