期刊论文详细信息
BMC Ear, Nose and Throat Disorders
Effectiveness of conventional versus virtual reality based vestibular rehabilitation in the treatment of dizziness, gait and balance impairment in adults with unilateral peripheral vestibular loss: a randomised controlled trial
Rory McConn-Walsh4  Ronan Conroy1  Stephen Hone3  Helen French1  Kareena Malone4  Douglas Duffy3  Deirdre Murray4  Roisin Moloney4  Susan Herdman2  Dara Meldrum1 
[1] Royal College of Surgeons in Ireland, 123 St. Stephen's Green, Dublin 2, Ireland;Department of Rehabilitation Medicine, School of Medicine, Emory University, Atlanta, USA;Royal Victoria Eye and Ear Hospital, Adelaide Road, Dublin 2, Ireland;Beaumont Hospital, Dublin 9, Ireland
关键词: Feedback sensory;    Visual acuity;    Gait;    Vertigo;    Dizziness;    Postural balance;    Virtual reality;    Nintendo Wii Fit Plus®;    Vestibular diseases;    Rehabilitation;   
Others  :  862824
DOI  :  10.1186/1472-6815-12-3
 received in 2012-02-10, accepted in 2012-03-26,  发布年份 2012
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【 摘 要 】

Background

Unilateral peripheral vestibular loss results in gait and balance impairment, dizziness and oscillopsia. Vestibular rehabilitation benefits patients but optimal treatment remains unkown. Virtual reality is an emerging tool in rehabilitation and provides opportunities to improve both outcomes and patient satisfaction with treatment. The Nintendo Wii Fit Plus® (NWFP) is a low cost virtual reality system that challenges balance and provides visual and auditory feedback. It may augment the motor learning that is required to improve balance and gait, but no trials to date have investigated efficacy.

Methods/Design

In a single (assessor) blind, two centre randomised controlled superiority trial, 80 patients with unilateral peripheral vestibular loss will be randomised to either conventional or virtual reality based (NWFP) vestibular rehabilitation for 6 weeks. The primary outcome measure is gait speed (measured with three dimensional gait analysis). Secondary outcomes include computerised posturography, dynamic visual acuity, and validated questionnaires on dizziness, confidence and anxiety/depression. Outcome will be assessed post treatment (8 weeks) and at 6 months.

Discussion

Advances in the gaming industry have allowed mass production of highly sophisticated low cost virtual reality systems that incorporate technology previously not accessible to most therapists and patients. Importantly, they are not confined to rehabilitation departments, can be used at home and provide an accurate record of adherence to exercise. The benefits of providing augmented feedback, increasing intensity of exercise and accurately measuring adherence may improve conventional vestibular rehabilitation but efficacy must first be demonstrated.

Trial registration

Clinical trials.gov identifier: NCT01442623

【 授权许可】

   
2012 Meldrum et al; licensee BioMed Central Ltd.

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