Abstract

BackgroundThe high incidence of cerebral apoplexy makes it one of the most important causes of adult disability. Gait disorder is one of the hallmark symptoms in the sequelae of cerebral apoplexy. The recovery of walking ability is critical for improving patients’ quality of life. Innovative virtual reality technology has been widely used in post-stroke rehabilitation, whose effectiveness and safety have been widely verified. To date, however, there are few studies evaluating the effect of immersive virtual reality on stroke-related gait rehabilitation. This study outlines the application of immersive VR-assisted rehabilitation for gait rehabilitation of stroke patients for comparative evaluation with traditional rehabilitation.MethodsThe study describes a prospective, randomized controlled clinical trial. Thirty-six stroke patients will be screened and enrolled as subjects within 1 month of initial stroke and randomized into two groups. The VRT group (n = 18) will receive VR-assisted training (30 min) 5 days/week for 3 weeks. The non-VRT group (n = 18) will receive functional gait rehabilitation training (30 min) 5 days/week for 3 weeks. The primary outcomes and secondary outcomes will be conducted before intervention, 3 weeks after intervention, and 6 months after intervention. The primary outcomes will include time “up & go” test (TUGT). The secondary outcomes will include MMT muscle strength grading standard (MMT), Fugal-Meyer scale (FMA), motor function assessment scale (MAS), improved Barthel index scale (ADL), step with maximum knee angle, total support time, step frequency, step length, pace, and stride length.DiscussionVirtual reality is an innovative technology with broad applications, current and prospective. Immersive VR-assisted rehabilitation in patients with vivid treatment scenarios in the form of virtual games will stimulate patients’ interest through active participation. The feedback of VR games can also provide patients with performance awareness and effect feedback, which could be incentivizing. This study may reveal an improved method of stroke rehabilitation which can be helpful for clinical decision-making and future practice.Trial registrationChinese Clinical Trial Registry ChiCTR1900025375. Registered on 25 August 2019

Highlights

  • The high incidence of cerebral apoplexy makes it one of the most important causes of adult disability

  • This study will apply the immersive device to execute Virtual reality (VR) scenes of rehabilitation training according to clinical practice, so as to systematically evaluate the application of immersive VR technology in the rehabilitation of stroke gait disorders

  • Aim The aim is to assess the effect of immersive VR-assisted rehabilitation training for stroke patients with gait disorders

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Summary

Methods

Aim The aim is to assess the effect of immersive VR-assisted rehabilitation training for stroke patients with gait disorders. Their attending physician will brief the patients about the study. Randomization and blinding The eligible participants based on the inclusion and exclusion criteria will be randomly allocated in a 1:1 ratio to either the VR training group and the non-VR training group. 3. What materials (1) Headsteal display (HMD) (HIC Vive Pro); (2) Vive wireless suite; (3) Vive locator, which senses the accurate position and motion of subjects by using SteamVR tracking technology, g-sensor correction, gyroscope, proximity distance sensor, and pupil distance sensor; (4) two operating handles; (5) computer configuration; (6) VR lower limb gait training scenarios for patients to choose from (nine-grid training, single-plank bridge training, climbing stairs training, and crossbar training).

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