PTOtherJournal of neuroengineering and rehabilitation2023

Virtual reality-enhanced walking in people post-stroke: effect of optic flow speed and level of immersion on the gait biomechanics.

Emma De Keersmaecker, Anke Van Bladel, Silvia Zaccardi and 5 others

PMID 37749566

WHAT IT FOUND

Head-mounted VR during treadmill walking changed post-stroke gait: slower cadence, longer stride time and longer unaffected stance.

Optic flow speed altered walking speed, but changes were small and short-lived.

Key findings

01With fully immersive VR, people post-stroke had a slower cadence, a longer stride time, a longer unaffected stance time and a shorter unaffected swing time; healthy controls narrowed their step width.

02Both groups walked slower when optic flow was faster and faster when optic flow was slower, but the speed increase in people post-stroke was not maintained over time.

03The head-mounted display produced larger walking-speed and step-length responses to optic-flow changes than the projection screen and higher feelings of presence.

STILL TO COME

How it was doneWhat they foundWhat it means for PTs

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What it does not show

The study included only chronic, ambulatory people post-stroke who could walk on a treadmill for 4 times 8 min without bodyweight support, so it says little about non-ambulatory patients or those with severe lower-limb spasticity. Stroke location and degree of visual dependency were not measured, so responses to optic flow may vary by lesion or sensory weighting. Kinematic analyses used fewer participants than the main spatiotemporal analyses: 15 people post-stroke and 15 healthy controls for the VR versus no-VR kinematics, and 11 per group for optic-flow kinematics, because markers fell off and matched participants were removed. The effects were tested only immediately after a single 7-minute optic-flow manipulation on a treadmill, and the paper did not measure carry-over to overground walking or long-term rehabilitation outcomes. The virtual environment had no game elements or performance feedback, so the findings may not apply to more engaging VR rehabilitation programs. People post-stroke had higher depressive symptoms at baseline than healthy controls (Beck Depression Inventory 10.88 versus 1.81), which may affect motivation or gait responses. Participants were not told the optic-flow manipulation, but the text does not say whether researchers were blinded.

Declared interests

The funder named is Fonds Wetenschappelijk Onderzoek. The provided text does not state additional author conflicts of interest.

The easy way to misread this

Do not read this as evidence that immersive VR or slow optic flow improves walking after stroke. The study measured immediate treadmill gait changes, not overground walking or rehabilitation outcomes, and the speed increase with slow optic flow was not maintained in people post-stroke.

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