Abstract

Objective: People with chronic vestibular dysfunction can be treated with balance rehabilitation. Virtual reality (VR) technology may serve as a useful therapeutic tool to facilitate rehabilitation. The aim of this pilot study was to investigate the clinical applicability of VR technology in treating patients with vestibular dysfunction. Method: Five patients with chronic vestibular dysfunction were recruited for this uncontrolled clinical study. The rehabilitation protocol (modified Cawthorne-Cooksey exercises, MCCE) was adapted into a VR-based training system. Patients followed the instructions of MCCE to complete 20 sessions of vestibular rehabilitation within a 4-week period. Results: A VR-based rehabilitation system was developed with various latest technologies, including Kinect Xbox for full-body interaction, 3D-ready projector with shutter-glasses for stereo imaging, Wii Fit pressure pad for tracing the center of gravity, and Unity game engine for leveled-difficulty design. Five VR tasks were built, and more than 100 training trials were designed. Subjectively, all patients experienced the improvement of balance function performing daily activities and were overall positive to the training protocol. After intervention the fast component of postural sway ( P < .05) was reduced. The follow-up interview showed decreased disability and increased general health. Conclusion: VR has many advantages over traditional rehabilitation techniques in improving the testing or training environment of human performance. This study demonstrates that VR technology offers great promise in the field of vestibular rehabilitation.

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