The Effect of X Box 360 Kinect-Virtual Reality Intervention on Balance and Gait Training In Stroke Patient": An Interventional Study - Open ...
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532 Indian Journal of Public Health Research & Development, July 2020, Vol. 11, No. 7 The Effect of X Box 360 Kinect-Virtual Reality Intervention on Balance and Gait Training In Stroke Patient”: An Interventional Study Nikita Girishbhai Shobhana1, Shweta Rakholiya2 1 MPT Neuromuscular Science, 2Assistance Professor, School of Physiotherapy, RK University, Rajkot Abstract Background: Kinect- based Virtual Reality training that includes auditory and visual stimulation, feedback information, repetitions of the same motion that performing rehabilitation exercises. Aim: To Evaluate the effect of XBOX 360 Kinect-Virtual Reality training on balance and gait in patient with chronic stroke. Methodology: Consent was taken from all 30 subjects for participating in the study. Baseline measurements berg balance scale, 6 min walk test and gait parameters will be taken. Patients randomly have divided into 2 groups. Group A: conventional PT (n=15) 60 min and Group B: conventional PT with Virtual reality XBOX 360 Kinect (n=15) 60 min. After they will be assessed for post outcome measures. Conclusion: there is conclude that virtual reality X box 360 with physical therapy is more effective then only physical therapy for improve balance and gait in chronic stroke patients. Key Words: Stroke- balance and gait activity -XBOX 360-Virtual reality. Introduction the ability to objectively measure behavior in challenging but safe and ecologically valid environments, while Stroke, is the second largest cause of death and a gradually increasing the complexity of task and decrease major cause of disability & handicap. (10,11) In people the support provided by clinicians (1). A number of recovery of functional ability after stroke is variable and researchers have integrated VR into assessment & between 30 – 60% of people remain dependent on other rehabilitation of cognitive process, such as visual for some activities of daily living. (5) Key functional task perception & executive function, and into training of such as ability to walk has been identified by patient as activities of daily living. being of great significance. Approximately 50 – 80% of patient will regain some degree of walking ability after One key benefit is VR’s more naturalistic or “real stroke. (9) – life” environments. (11) The environment is usually referred as being ‘Immersive’ in which user has a strong VR is an advanced technology that can display “sense of presence” by using video capture system where 3D visual images that change rapidly in response to the user view them self or an avatar in the scene. In a instruction from the user which appears to provide an Non Immersive VR the user interacts with degrees with answer to this challenge due to its well-known assets environment. In addition, VR can be tailored according including opportunity for experiential active learning, to the need of the client (1) VR-based systems that use sensor technology to Corresponding Author: monitor whole-body movements can elicit patients to Dr. Shweta Rakholiya, perform high-intensity and high-energy movements. Assistant professor, School of Physiotherapy, Kinect- based systems (Microsoft Corp, Redmond, RK University, Rajkot. (M): 9724779333 WA) reduce the demand on staff time for intervention Mail ID: shweta.rakholiya@rku.ac.in and increase patients’ motivation toward rehabilitation.
Indian Journal of Public Health Research & Development, July 2020, Vol. 11, No. 7 533 Kinect- based VR training that includes auditory or neurological condition, demonstrate inability to and visual stimulation, feedback information about follow instructions. “winning” or “losing,” and repetitions of the same Procedure motion can provide a variable rehabilitation tool that reduces barriers to individuals performing rehabilitation • 30 subjects were selected as per selection exercises. (1) criteria. The most recently released Xbox Kinect system • Then Informed consent obtained from the has an RGB camera and a dual infrared depth sensor patients. for the automatic detection of limb and body position and motion. The system uses these elements to capture • Patient randomly divided into group A and data to create a 3-dimensional human body model in group B. real time, called an avatar, which allows for patient to • Group A - conventional Physical Therapy with use their own body as the controls to play a game. The Virtual reality XBOX 360 Kinect(1,3,4). (n = 15) reliable visual feedback from the on-screen player’s avatar may provide accurate feedback on movement(1). • Group B - conventional Physical Therapy(1). (n = 15) Although the Kinect gaming system has been shown to be of therapeutic benefit in rehabilitation, the GROUP A applicability of Kinect-based VR training to improve motor function in patients following the occurrence of a Patients was exposed to two software for XBOX stroke has not been evaluated. (1) 360 kinect. 1. Kinect Sports. Methodology · Study type: Interventional Study Kinect Sports consists of 6 sports, including Bowling, Boxing, Track and field, Table tennis, · Study setting: Rajkot city Volleyball and Soccer (football). Players can also play improving mini-games. The game includes interactive · Sample size: 30 cut scenes, music that plays in replays and highlights · Study duration: 6 weeks. while playing the sports. CRITERIA FOR SELECTION 2. Kinect Adventure: Inclusion Criteria: Kinect Adventures uses full body motion to allow the player to engage in a variety of mini games, all of • Age: 40 – 60 years. which feature jump-in, jump-out multiplayer play. Each • Gender: male and female mini game lasts about three minutes. While most of the mini games are co-operative in two player mode, Reflex • Chronic stroke patient: more than 6 months Ridge is a competitive game. The object of all the mini games is to get the highest number of adventure pins, • Could walk independently or with a guide (with which are collected in different ways. or without an assistive device) for 10 m. GROUP B • With a MMSE rating >24. ROM exercises, Balance training, Gait training: 3 Exclusion Criteria: days per week, 60 min • Uncooperative patient. Outcome measures • Subjects with any progressive, critical or long Berg Balance Scale. term illness, an unstable cardiovascular, musculoskeletal
534 Indian Journal of Public Health Research & Development, July 2020, Vol. 11, No. 7 6 Min Walk Test. Pre intervention, baseline characters BBS, 6 min walk test, gait parameters of both groups were matched using Gait parameters - step length, stride length, cadence statistical tests. Results The data was analyzed in SPSS version 21.0 windows The effect of Virtual reality using X BOX 360 Kinect was used for the statistical analysis. Accordingly, paired on postural control and gait calculated and entered in t test was used for Intra group analysis for 6 min walk MS-EXCEL. It analyzed and graphs were made in test and gait parameters and Wilcoxon test for BBS and MS-EXCEL sheets. Before beginning with analysis, Unpaired t Test for Inter group analysis and p-value less than 0.05 were considered statistically significant. Table 1 GROUP A INTRA GROUP ANALYSIS Post PRE POST Outcome Measure Pre Mean P-value Mean Standard Deviation Standard Deviation BBS 43.73 50.13 4.11 3.70 6 MWT 53.06 62.53 4.46 4.73 STEP LENGTH 43.86 59.53 5.39 8.36 0.000 STRIDE LENGTH 85.33 108.13 10.54 14.62 CADENCE 87.2 102.46 10.54 10.94 Intra group analysis of group A in Table 1 suggest that there is significant difference in all the outcomes after 6 weeks of Virtual reality X box 360 and conventional therapy. Table 2 GROUP B INTRA GROUP ANALYSIS Pre PRE POST Outcome Measure Post Mean P-value Mean Standard Deviation Standard Deviation BBS 44.06 48.6 4.19 3.35 6 MWT 52.8 59.26 3.25 3.55 STEP LENGTH 44 55.53 3.56 5.12 0.000 TRIDE LENGTH 82 91.13 6.33 6.05 CADENCE 87.46 95.8 8.83 7.60 Intra group analysis of group B in Table 2 suggest that there is significant difference in all the outcomes after 6 weeks of conventional therapy.
Indian Journal of Public Health Research & Development, July 2020, Vol. 11, No. 7 535 Table 3 INTER GROUP ANALYSIS Group A Group B Group A Group B Outcome Measure Standard Standard T value P-value Mean Mean Deviation Deviation BBS 50.13 48.60 1.29 1.40 3.77 0.001 6 MWT 62.53 59.26 2.38 2.92 3.07 0.005 STEP LENGTH 59.53 55.53 3.81 3.04 3.28 0.003 STRIDE LENGTH 108.13 91.13 10.01 3.70 4.95 0.000 CADENCE 102.46 95.80 3.90 3.67 5.01 0.000 Inter group analysis in table 3 suggest that group the in-depth research as there have been several motion A shown significant improvement than group B. There tracking devices introduced by gaming industry, like is more significant improvement in balance and gait in Nintendo Wii, PlayStation 3 eye and Microsoft XBOX patients with chronic stroke. 360 Kinect & if these techniques can be used for home based upper extremity rehabilitation. The results are However, for the BBS, 6 min walk test and gait promising and test results show that the techniques parameters the intervention group demonstrated meet the requirements and already proved to help in significant improvement as compared with the control rehabilitation.(7) VR training may have contributed to group. the improvements in balance and gait function observed Discussion in the participants by encouraging more interest, concentration on the task, fast response, repetition of In the result of the study, group A - shows more exercise, motivation for patients, provide feed to patients significant difference than group B. Previous studies during exercise and other side alternative to programs of have reported improved upper extremity function repetitious exercise that are often performed in front of in patients with stroke following use of VR gaming a mirror that can provide low intrinsic motivation(1,2) In systems. (1) Hsin-Chieh Lee suggested, VR balance the present study, a combination of 2 games (the Kinect training by using Kinect for Xbox games plus the Sports and the Kinect adventure) was used for stroke traditional method had positive effects on the balance patients. The programs required active movements, and ability of patients with chronic stroke. The VR group the participants usually performed the active movements experienced higher pleasure than the ST group during the of the hip, knee, or ankle, as well as the lower extremity. intervention. (2) Pohl, concluded that the stroke related There measure BBS, 6 min walk test and gait parameters impairments are powerful modifiers of performance in scores. That the VR had a positive effect on improving a 6-minute walk test. Motor deficits of lower limb and participation in balance and gait. Group B had 15 decrease balance contribute to the distance travelled by patients performing conventional physiotherapy in this an adult in 6 minutes. (6) Albert de Graaf investigated ROM, Balance training in weight bearing and weight
536 Indian Journal of Public Health Research & Development, July 2020, Vol. 11, No. 7 shifting exercises weight bearing with reach out, and Study can be done to know effect of Virtual reality in Gait training walking forward, backward, sidewalk, Xbox 360 exercise in patients with Parkinsonism or obstacle walk. Which all exercises are done in VR other neurological disorders. with feedback and in form of game so patient become motivation and feedback and also they also like to do Conclusion exercise with game. Virtual reality training using X box 360 Kinect as effective therapeutic approach for improving balance Balance and gait is improved in virtual reality and gait in stroke patients in rehabilitation. Their level of group reason could be Virtual reality training is given experienced by VR group was higher than conventional in simulated environment providing visual input like physical therapy group. So there is conclude that virtual subject can recognize their body on screen through reality X box 360 with physical therapy is more effective Kinect and can move body part in order to play different then only physical therapy for improve balance and gait games, auditory input were also provided, subjects were in chronic stroke patient. instructed for each game and continuous live feedback of their progress are provided through speakers, they were Source of Funding: Self appreciated for their gains in every move, Somatosensory feedback is also provided to subjects by keeping hand on Conflict of Interest: Nil patients paretic arm to move it in right direction and also CTRI No: CTRI/2019/10/021499 through trunk belt which gives feedback for, appropriate movements in different directions which work on proper Ethical Clearance: Ethics Committee, RK dissociation of trunk during game. Therefore, all three University. components necessary to improve balance are provided in VR technique. Which shows significant improvement References in balance post visual feedback, the structure of the brain 1. Dae-Sung Park, Do-Gyun Lee, Kyeongbong Lee, can be enhanced using visual feedback in virtual reality and GyuChang Lee. Effects of Virtual Reality to augment interconnected, distributed cortical regions. It Training using Xbox Kinect on Motor Function is suggested that visual information can provide a potent in Stroke Survivors. journal of stroke and signal for the reorganization of sensorimotor circuits. cerebrovascular diseases:2017;(5)1-15. Subjects therefore performed well in order to win every 2. Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, game which improves their balance automatically, and Wen-Hsu Sung. The Effect of a Virtual Reality equally they were appreciated for their every gain that Game Intervention on Balance for Patients with boosted their confidence and they performed well in Stroke: A Randomized Controlled Trial. Games for every next session. health journal: 2017; (6) 303-311. In group A there was significant improvement in 3. Laurence Beaulieu-Boire, Samuel Belzile- BBS score, 6 min walk test and step length, stride length, Lachapelle, Audrée Blanchette, Pier- cadence. There was more improvement in VR training Olivier Desmarais, Lysandre Lamontagne- with convention in stroke patients in balance and gait. Montminy,Christina Tremblay, Hélène Corriveau So null hypothesis is rejected. There was not any effect and Michel Tousignant. Balance Rehabilitation on balance and gait in stroke patients by Virtual Reality using Xbox Kinect among an Elderly Population: intervention through XBOX-360 Kinect that was null A Pilot Study Rehabilitation Research and hypothesis which was rejected. Virtual reality very Development :2015;(5) 1-5 useful for motor learning and rehabilitation program. 4. Gui Bin, Eun Cho. Effect of virtual reality game Therefore, Virtual reality using x box 360 Kinect can on stroke patient on balance gait depression and be used as one of the best therapy for rehabilitation interpersional relationship Games for health program. journal:2015;(27;7) 2057-2060. Further recommendation: 5. Patricia S. Pohl, Pamela W. Duncan, FAPTA,
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