Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation

<i>Background and objective:</i> Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation a...

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Main Authors: Charles Morizio, Maxence Compagnat, Arnaud Boujut, Ouiddad Labbani-Igbida, Maxime Billot, Anaick Perrochon
Format: Article
Language:English
Published: MDPI AG 2022-12-01
Series:Medicina
Subjects:
Online Access:https://www.mdpi.com/1648-9144/58/12/1805
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author Charles Morizio
Maxence Compagnat
Arnaud Boujut
Ouiddad Labbani-Igbida
Maxime Billot
Anaick Perrochon
author_facet Charles Morizio
Maxence Compagnat
Arnaud Boujut
Ouiddad Labbani-Igbida
Maxime Billot
Anaick Perrochon
author_sort Charles Morizio
collection DOAJ
description <i>Background and objective:</i> Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for non-ambulatory stroke patients when combined with robot-assisted gait training (RAGT). We have developed a new, fully immersive VR application for RAGT, which can be used with a head-mounted display and wearable sensors providing real-time gait motion in the virtual environment. The aim of this study was to validate the use of this new device and assess the onset of cybersickness in healthy participants before testing the device in stroke patients. <i>Materials and Methods:</i> Thirty-seven healthy participants were included and performed two sessions of RAGT using a fully immersive VR device. They physically walked with the Gait Trainer for 20 min in a virtual forest environment. The occurrence of cybersickness, sense of presence, and usability of the device were assessed with three questionnaires: the Simulator Sickness Questionnaire (SSQ), the Presence Questionnaire (PQ), and the System Usability Scale (SUS). <i>Results:</i> All of the participants completed both sessions. Most of the participants (78.4%) had no significant adverse effects (SSQ < 5). The sense of presence in the virtual environment was particularly high (106.42 ± 9.46). Participants reported good usability of the device (86.08 ± 7.54). <i>Conclusions:</i> This study demonstrated the usability of our fully immersive VR device for gait rehabilitation and did not lead to cybersickness. Future studies should evaluate the same parameters and the effectiveness of this device with non-ambulatory stroke patients.
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spelling doaj.art-6b15ec47e5574122bc2b320582d6be5a2023-11-24T16:33:02ZengMDPI AGMedicina1010-660X1648-91442022-12-015812180510.3390/medicina58121805Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke RehabilitationCharles Morizio0Maxence Compagnat1Arnaud Boujut2Ouiddad Labbani-Igbida3Maxime Billot4Anaick Perrochon5HAVAE Laboratory, UR20217, University of Limoges, F-87000 Limoges, FranceHAVAE Laboratory, UR20217, University of Limoges, F-87000 Limoges, FranceHAVAE Laboratory, UR20217, University of Limoges, F-87000 Limoges, FranceXLim Institute, UMR CNRS 7252, University of Limoges, F-87068 Limoges, FrancePRISMATICS Lab (Predictive Research in Spine/Neuromodulation Management and Thoracic Innovation/Cardiac Surgery), Poitiers University Hospital, F-86000 Poitiers, FranceHAVAE Laboratory, UR20217, University of Limoges, F-87000 Limoges, France<i>Background and objective:</i> Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for non-ambulatory stroke patients when combined with robot-assisted gait training (RAGT). We have developed a new, fully immersive VR application for RAGT, which can be used with a head-mounted display and wearable sensors providing real-time gait motion in the virtual environment. The aim of this study was to validate the use of this new device and assess the onset of cybersickness in healthy participants before testing the device in stroke patients. <i>Materials and Methods:</i> Thirty-seven healthy participants were included and performed two sessions of RAGT using a fully immersive VR device. They physically walked with the Gait Trainer for 20 min in a virtual forest environment. The occurrence of cybersickness, sense of presence, and usability of the device were assessed with three questionnaires: the Simulator Sickness Questionnaire (SSQ), the Presence Questionnaire (PQ), and the System Usability Scale (SUS). <i>Results:</i> All of the participants completed both sessions. Most of the participants (78.4%) had no significant adverse effects (SSQ < 5). The sense of presence in the virtual environment was particularly high (106.42 ± 9.46). Participants reported good usability of the device (86.08 ± 7.54). <i>Conclusions:</i> This study demonstrated the usability of our fully immersive VR device for gait rehabilitation and did not lead to cybersickness. Future studies should evaluate the same parameters and the effectiveness of this device with non-ambulatory stroke patients.https://www.mdpi.com/1648-9144/58/12/1805virtual realityhead-mounted displayrobot-assisted gait traininggait rehabilitationcybersickness
spellingShingle Charles Morizio
Maxence Compagnat
Arnaud Boujut
Ouiddad Labbani-Igbida
Maxime Billot
Anaick Perrochon
Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
Medicina
virtual reality
head-mounted display
robot-assisted gait training
gait rehabilitation
cybersickness
title Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
title_full Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
title_fullStr Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
title_full_unstemmed Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
title_short Immersive Virtual Reality during Robot-Assisted Gait Training: Validation of a New Device in Stroke Rehabilitation
title_sort immersive virtual reality during robot assisted gait training validation of a new device in stroke rehabilitation
topic virtual reality
head-mounted display
robot-assisted gait training
gait rehabilitation
cybersickness
url https://www.mdpi.com/1648-9144/58/12/1805
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AT arnaudboujut immersivevirtualrealityduringrobotassistedgaittrainingvalidationofanewdeviceinstrokerehabilitation
AT ouiddadlabbaniigbida immersivevirtualrealityduringrobotassistedgaittrainingvalidationofanewdeviceinstrokerehabilitation
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