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Published in: Journal of NeuroEngineering and Rehabilitation 1/2010

Open Access 01-12-2010 | Research

Influence of virtual reality soccer game on walking performance in robotic assisted gait training for children

Authors: Karin Brütsch, Tabea Schuler, Alexander Koenig, Lukas Zimmerli, Susan Mérillat (-Koeneke), Lars Lünenburger, Robert Riener, Lutz Jäncke, Andreas Meyer-Heim

Published in: Journal of NeuroEngineering and Rehabilitation | Issue 1/2010

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Abstract

Background

Virtual reality (VR) offers powerful therapy options within a functional, purposeful and motivating context. Several studies have shown that patients' motivation plays a crucial role in determining therapy outcome. However, few studies have demonstrated the potential of VR in pediatric rehabilitation. Therefore, we developed a VR-based soccer scenario, which provided interactive elements to engage patients during robotic assisted treadmill training (RAGT). The aim of this study was to compare the immediate effect of different supportive conditions (VR versus non-VR conditions) on motor output in patients and healthy control children during training with the driven gait orthosis Lokomat®.

Methods

A total of 18 children (ten patients with different neurological gait disorders, eight healthy controls) took part in this study. They were instructed to walk on the Lokomat in four different, randomly-presented conditions: (1) walk normally without supporting assistance, (2) with therapists' instructions to promote active participation, (3) with VR as a motivating tool to walk actively and (4) with the VR tool combined with therapists' instructions. The Lokomat gait orthosis is equipped with sensors at hip and knee joint to measure man-machine interaction forces. Additionally, subjects' acceptance of the RAGT with VR was assessed using a questionnaire.

Results

The mixed ANOVA revealed significant main effects for the factor CONDITIONS (p < 0.001) and a significant interaction CONDITIONS × GROUP (p = 0.01). Tests of between-subjects effects showed no significant main effect for the GROUP (p = 0.592). Active participation in patients and control children increased significantly when supported and motivated either by therapists' instructions or by a VR scenario compared with the baseline measurement "normal walking" (p < 0.001).

Conclusions

The VR scenario used here induces an immediate effect on motor output to a similar degree as the effect resulting from verbal instructions by the therapists. Further research needs to focus on the implementation of interactive design elements, which keep motivation high across and beyond RAGT sessions, especially in pediatric rehabilitation.
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Metadata
Title
Influence of virtual reality soccer game on walking performance in robotic assisted gait training for children
Authors
Karin Brütsch
Tabea Schuler
Alexander Koenig
Lukas Zimmerli
Susan Mérillat (-Koeneke)
Lars Lünenburger
Robert Riener
Lutz Jäncke
Andreas Meyer-Heim
Publication date
01-12-2010
Publisher
BioMed Central
Published in
Journal of NeuroEngineering and Rehabilitation / Issue 1/2010
Electronic ISSN: 1743-0003
DOI
https://doi.org/10.1186/1743-0003-7-15

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