全部 标题 作者
关键词 摘要

OALib Journal期刊
ISSN: 2333-9721
费用:99美元

查看量下载量

相关文章

更多...

Virtual Reality Rehabilitation from Social Cognitive and Motor Learning Theoretical Perspectives in Stroke Population

DOI: 10.1155/2014/594540

Full-Text   Cite this paper   Add to My Lib

Abstract:

Objectives. To identify the virtual reality (VR) interventions used for the lower extremity rehabilitation in stroke population and to explain their underlying training mechanisms using Social Cognitive (SCT) and Motor Learning (MLT) theoretical frameworks. Methods. Medline, Embase, Cinahl, and Cochrane databases were searched up to July 11, 2013. Randomized controlled trials that included a VR intervention for lower extremity rehabilitation in stroke population were included. The Physiotherapy Evidence Database (PEDro) scale was used to assess the quality of the included studies. The underlying training mechanisms involved in each VR intervention were explained according to the principles of SCT (vicarious learning, performance accomplishment, and verbal persuasion) and MLT (focus of attention, order and predictability of practice, augmented feedback, and feedback fading). Results. Eleven studies were included. PEDro scores varied from 3 to 7/10. All studies but one showed significant improvement in outcomes in favour of the VR group ( ). Ten VR interventions followed the principle of performance accomplishment. All the eleven VR interventions directed subject’s attention externally, whereas nine provided training in an unpredictable and variable fashion. Conclusions. The results of this review suggest that VR applications used for lower extremity rehabilitation in stroke population predominantly mediate learning through providing a task-oriented and graduated learning under a variable and unpredictable practice. 1. Introduction Stroke is a global, debilitating problem which is increasing both in prevalence and incidence [1, 2]. Stroke ranks as the second highest cause of death and as one of the main causes of acquired adult disability [3, 4]. It is reported that between 55 and 75% of stroke survivors suffer from motor impairments which substantially reduce the quality of their life [5, 6]. Therefore, during rehabilitation, stroke survivors must learn or relearn voluntary control over the affected muscles. The current standard of care for stroke rehabilitation is comprised of physical therapy and occupational therapy that help motor skills learning or relearning after stroke. However the standard rehabilitation for stroke is labour- and resource-intensive, tedious and often results in modest and delayed effects in clients [7, 8]. As a result, the demand for alternative rehabilitation resources has recently become more highlighted [9]. One proposed novel solution is virtual reality (VR) technologies [8, 10, 11]. VR is a computer-human interface that

References

[1]  K. Strong, C. Mathers, and R. Bonita, “Preventing stroke: saving lives around the world,” Lancet Neurology, vol. 6, no. 2, pp. 182–187, 2007.
[2]  G. Saposnik, R. Cote, S. Phillips et al., “Stroke outcome in those over 80: a multicenter cohort study across Canada,” Stroke, vol. 39, no. 8, pp. 2310–2317, 2008.
[3]  R. Bonita, S. Mendis, T. Truelsen, J. Bogousslavsky, J. Toole, and F. Yatsu, “The global stroke initiative,” Lancet Neurology, vol. 3, no. 7, pp. 391–393, 2004.
[4]  G. A. Donnan, M. Fisher, M. Macleod, and S. M. Davis, “Stroke,” The Lancet, vol. 371, no. 9624, pp. 1612–1623, 2008.
[5]  D. S. Nichols-Larsen, P. C. Clark, A. Zeringue, A. Greenspan, and S. Blanton, “Factors influencing stroke survivors’ quality of life during subacute recovery,” Stroke, vol. 36, no. 7, pp. 1480–1484, 2005.
[6]  P. W. Duncan, R. Zorowitz, B. Bates et al., “Management of adult stroke rehabilitation care: a clinical practice guideline,” Stroke, vol. 36, no. 9, pp. e100–e143, 2005.
[7]  R. W. Teasell, N. C. Foley, K. L. Salter, and J. W. Jutai, “A blueprint for transforming stroke rehabilitation care in Canada: the case for change,” Archives of Physical Medicine and Rehabilitation, vol. 89, no. 3, pp. 575–578, 2008.
[8]  P. Langhorne, F. Coupar, and A. Pollock, “Motor recovery after stroke: a systematic review,” The Lancet Neurology, vol. 8, no. 8, pp. 741–754, 2009.
[9]  J. W. Jutai and R. W. Teasell, “The necessity and limitations of evidence-based practice in stroke rehabilitation,” Topics in Stroke Rehabilitation, vol. 10, no. 1, pp. 71–78, 2003.
[10]  G. Saposnik and M. Levin, “Virtual reality in stroke rehabilitation: a meta-analysis and implications for clinicians,” Stroke, vol. 42, no. 5, pp. 1380–1386, 2011.
[11]  A. Henderson, N. Korner-Bitensky, and M. Levin, “Virtual reality in stroke rehabilitation: a systematic review of its effectiveness for upper limb motor recovery,” Topics in Stroke Rehabilitation, vol. 14, no. 2, pp. 52–61, 2007.
[12]  A. Bandura, Self-Efficacy: The Exercise of Control, WH: Freeman and Company, New York, NY, USA, 1997.
[13]  A. Bandura, “Self-efficacy: toward a unifying theory of behavioral change,” Psychological Review, vol. 84, no. 2, pp. 191–215, 1977.
[14]  R. A. Schmidt and T. D. Lee, Motor Control and Learning: A Behavioral Emphasis, Human Kinetics, Champaign, Ill, USA, 3rd edition, 1999.
[15]  T. Jarus and N. Z. Ratzon, “The implementation of motor learning principles in designing prevention programs at work,” Work, vol. 24, no. 2, pp. 171–182, 2005.
[16]  R. A. Schmidt and C. A. Wrisberg, Motor Learning and Performance: A Problem-Based Learning Approach, Human Kinetics, Champaign, Ill, USA, 2nd edition, 2000.
[17]  R. A. Schmidt and D. E. Young, “Transfer in motor control in motor skill learning,” in Transfer of Learning, S. M. Cormier and J. D. Hagman, Eds., pp. 47–79, Academic Press, Orlando, Fla, USA, 1987.
[18]  N. K. Lehto, T. L. Marley, H. J. Ezekiel, L. R. Wishart, T. D. Lee, and T. Jarus, “Application of motor learning principles: the physiotherapy client as a problem-solver. IV. Future directions,” Physiotherapy Canada, vol. 53, pp. 109–114, 2011.
[19]  C. H. Shea and G. Wulf, “Enhancing motor learning through external-focus instructions and feedback,” Human Movement Science, vol. 18, no. 4, pp. 553–571, 1999.
[20]  G. Wulf, M. H??, and W. Prinz, “Instructions for motor learning: differential effects of internal versus external focus of attention,” Journal of Motor Behavior, vol. 30, no. 2, pp. 169–179, 1998.
[21]  G. Wulf, B. Lauterbach, and T. Toole, “The learning advantages of an external focus of attention in golf,” Research Quarterly for Exercise and Sport, vol. 70, no. 2, pp. 120–126, 1999.
[22]  G. Wulf, N. H. McNevin, T. Fuchs, F. Ritter, and T. Toole, “Attentional focus in complex skill learning,” Research Quarterly for Exercise and Sport, vol. 71, no. 3, pp. 229–239, 2000.
[23]  T. Jarus, E. H. Wughalter, and J. G. Gianutsos, “Effects of contextual interference and conditions of movement task on acquisition, retention, and transfer of motor skills by women,” Perceptual and Motor Skills, vol. 84, no. 1, pp. 179–193, 1996.
[24]  R. A. Magill and K. G. Hall, “A review of the contextual interference effect in motor skill acquisition,” Human Movement Science, vol. 9, no. 3–5, pp. 241–289, 1990.
[25]  R. A. Schmidt, “Frequent augmented feedback can degrade learning: evidence and interpretations,” in Tutorials in Motor Neuroscience, J. Requin and G. E. Stelmach, Eds., pp. 59–75, Kluwer Academic, Dordrecht, The Netherlands, 1991.
[26]  A. M. Moseley, R. D. Herbert, C. Sherrington, and C. G. Maher, “Evidence for physiotherapy practice: a survey of the Physiotherapy Evidence Database (PEDro),” The Australian Journal of Physiotherapy, vol. 48, no. 1, pp. 43–49, 2002.
[27]  “Physiotherapy evidence database,” http://search.pedro.org.au/pedro/findrecords.php?-type=new_search.
[28]  D. L. Jaffe, D. A. Brown, C. D. Pierson-Carey, E. L. Buckley, and H. L. Lew, “Stepping over obstacles to improve walking in individuals with poststroke hemiplegia,” Journal of Rehabilitation Research and Development, vol. 41, no. 3A, pp. 283–292, 2004.
[29]  S. H. You, S. H. Jang, Y.-H. Kim et al., “Virtual reality-induced cortical reorganization and associated locomotor recovery in chronic stroke: an experimenter-blind randomized study,” Stroke, vol. 36, no. 6, pp. 1166–1171, 2005.
[30]  Y.-R. Yang, M.-P. Tsai, T.-Y. Chuang, W.-H. Sung, and R.-Y. Wang, “Virtual reality-based training improves community ambulation in individuals with stroke: a randomized controlled trial,” Gait & Posture, vol. 28, no. 2, pp. 201–206, 2008.
[31]  J. H. Kim, S. H. Jang, C. S. Kim, J. H. Jung, and J. H. You, “Use of virtual reality to enhance balance and ambulation in chronic stroke: a double-blind, randomized controlled study,” American Journal of Physical Medicine & Rehabilitation, vol. 88, no. 9, pp. 701–693, 2009.
[32]  A. Mirelman, P. Bonato, and J. E. Deutsch, “Effects of training with a robot-virtual reality system compared with a robot alone on the gait of individuals after stroke,” Stroke, vol. 40, no. 1, pp. 169–174, 2009.
[33]  A. Mirelman, B. L. Patritti, P. Bonato, and J. E. Deutsch, “Effects of virtual reality training on gait biomechanics of individuals post-stroke,” Gait & Posture, vol. 31, no. 4, pp. 433–437, 2010.
[34]  S. Yang, W.-H. Hwang, Y.-C. Tsai, F.-K. Liu, L.-F. Hsieh, and J.-S. Chern, “Improving balance skills in patients who had stroke through virtual reality treadmill training,” American Journal of Physical Medicine and Rehabilitation, vol. 90, no. 12, pp. 969–978, 2011.
[35]  K. H. Cho, K. J. Lee, and C. H. Song, “Virtual-reality balance training with a video-game system improves dynamic balance in chronic stroke patients,” The Tohoku Journal of Experimental Medicine, vol. 228, no. 1, pp. 69–74, 2012.
[36]  J. Jung, J. Yu, and H. Kang, “Effects of virtual reality treadmill training on balance and balance self-efficacy in stroke patients with a history of falling,” Journal of Physical Therapy Science, vol. 24, no. 11, pp. 1133–1136, 2012.
[37]  K. H. Cho and W. H. Lee, “Virtual walking training program using a real-world video recording for patients with chronic stroke: a pilot study,” American Journal of Physical Medicine and Rehabilitation, vol. 92, no. 5, pp. 371–380, 2013.
[38]  S. L. Fritz, D. M. Peters, A. M. Merlo, and J. Donley, “Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial,” Topics in Stroke Rehabilitation, vol. 20, no. 3, pp. 218–225, 2013.
[39]  D. Moher, A. Liberati, J. Tetzlaff, and D. G. Altman, “Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement,” PLoS Medicine, vol. 6, no. 7, Article ID e1000097, 2009.
[40]  K. Basen-Engquist, C. L. Carmack, H. Perkins et al., “Design of the steps to health study of physical activity in survivors of endometrial cancer: testing a social cognitive theory model,” Psychology of Sport and Exercise, vol. 12, no. 1, pp. 27–35, 2011.
[41]  G. S. Brassington, A. A. Atienza, R. E. Perczek, T. M. DiLorenzo, and A. C. King, “Intervention-related cognitive versus social mediators of exercise adherence in the elderly,” American Journal of Preventive Medicine, vol. 23, no. 2, pp. 80–86, 2002.
[42]  J. S. Sabari, “Motor learning concepts applied to activity-based intervention with adults with hemiplegia,” The American Journal of Occupational Therapy, vol. 45, no. 6, pp. 523–530, 1991.
[43]  E. Downs E and S. L. Smith, “Keeping abreast of hypersexuality: a video game character content analysis,” in Proceedings of the International Communication Association Meeting, New York, NY, USA, 2005.
[44]  J. Fox and J. N. Bailenson, “Virtual self-modeling: the effects of vicarious reinforcement and identification on exercise behaviors,” Media Psychology, vol. 12, no. 1, pp. 1–25, 2009.

Full-Text

Contact Us

service@oalib.com

QQ:3279437679

WhatsApp +8615387084133