Kubicki et al. (2014)2525 Kubicki A, Bonnetblanc F, Petrement G, Mourey F. Motor-prediction improvements after virtual rehabilitation in geriatrics: frail patients reveal different learning curves for movement and postural control. Neurophysiol Clin. 2014;44(1):109-18. http://dx.doi.org/10.1016/j.neucli.2013.10.128. http://dx.doi.org/10.1016/j.neucli.2013....
|
R |
23 patients in short-term rehab, aged 82.2 ± 6.8. |
23 patients in short- term rehab, aged, 81.5 ± 4.9. |
3 |
Evaluation session (pre-test); Classical rehab sessions Six VR training sessions Evaluation session (post-test). |
Evaluation session (pre-test), Classical rehab sessions Evaluation session (post-test). |
.Fovea Interactive®. Active motion capture system based on vision technology, able to track the marker held by the patient in his or her right hand. When the patient put his right hand on a half-circle placed in the lower part of the screen, a yellow ball appeared somewhere on the screen. Patients have to react as soon as possible and to reach the ball as fast as possible. |
Mendes et al. (2012)2626 Mendes FAS, Pompeu JE, Modenesi Lobo A, Guedes da Silva K, Oliveira Tde P, Peterson Zomignani A, et al. Motor learning, retention and transfer after virtual-reality-based training in Parkinson's disease-effect of motor and cognitive demands of games: a longitudinal, controlled clinical study. Physiotherapy. 2012 Sep;98(3):217-23. http://dx.doi.org/10.1016/j.physio.2012.06.001. http://dx.doi.org/10.1016/j.physio.2012....
|
CCT |
16 Parkinson's disease patients, aged 68.6 ± 8.0. |
11 healthy elderly people, aged 68.7 ± 4.1. |
7 |
Both groups underwent 14 twice-weekly individual training sessions consisting of a) 30-minute warm-up of global mobility exercises b) Training on 10 Wii Fit games; 60 days after last training session: one session in which participants had two attempts at each of the 10 games in order to determine learning retention. |
Ten Nintendo Wii Fit games Four games required multidirectional shifts in the player's cener of gravity Four Games involved alternating stepsTwo games required stationary control of the player's center of gravity In terms of cognitive demands, all 10 games involved attention, rapid responses to visual stimuli and performance assessment by visual and auditory feedback between trials. |
Pompeu et al. (2012)2727 Pompeu JE, Mendes FAdS, Silva KGd, Lobo AM, Oliveira TdP, Zomignani AP, et al. Effect of Nintendo WiiTM-based motor and cognitive training on activities of daily living in patients with Parkinson's disease: A randomised clinical trial. Physiotherapy. 2012;98(3):196-204. http://dx.doi.org/10.1016/j.physio.2012.06.004. http://dx.doi.org/10.1016/j.physio.2012....
|
RCT |
16 idiopathic Parkinson's disease patients treated with levodopa or its synergists. Mean age of 67.4 |
16 idiopathic Parkinson's disease patients treated with levodopa or its synergists. Mean age of 67.4 |
7 |
Wii Fit-based motor and cognitive training. Additional session 60 days after end of training |
Balance exercise therapy, without feedback or cognitive stimulation. Additional session 60 days after end of training. |
Ten Nintendo Wii Fit games.Three games for static balance (Single Seven games for dynamic balance |
Mirelman et al. (2011)2828 Mirelman A, Maidan I, Herman T, Deutsch JE, Giladi N, Hausdorff JM. Virtual reality for gait training: can it induce motor learning to enhance complex walking and reduce fall risk in patients with Parkinson's disease? J Gerontol A Biol Sci Med Sci. 2011 Feb;66(2):234-40. http://dx.doi.org/10.1093/gerona/glq201. http://dx.doi.org/10.1093/gerona/glq201...
|
OLT |
20 idiopathic Parkinson's patients disease, aged 67.1 ± 6.5 |
Historical active control group of 9 Parkinson's disease patients |
6 |
Six weeks (3 sessions/week) warm up (only treadmill walking After warm-up, VR simulation. |
Similar treadmill training no VR. |
Designed specifically for this study.Two LEDs attached to lateral side of participant's shoes to track feet movement .Participants walked on treadmill with safety harness (no body weight support) while viewing the virtual environment with feedback given in multiple ways (scoring of obstacle avoidance, auditory and visual feedback if subject contacted a (virtual) obstacle. |