2020
DOI: 10.1080/17483107.2020.1842920
|View full text |Cite
|
Sign up to set email alerts
|

Effects of virtual reality environments on overground walking in people with Parkinson disease and freezing of gait

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
12
0

Year Published

2021
2021
2024
2024

Publication Types

Select...
7
1

Relationship

0
8

Authors

Journals

citations
Cited by 10 publications
(12 citation statements)
references
References 40 publications
0
12
0
Order By: Relevance
“…Martelli et al (2019) already reported an increase in variability of step width (+13%) and a trend in step length variability (+24%). Also Yamagami et al (2020) have reported an increase in step length variability (+67%) in their patients, however as mentioned above in patients with Parkinson's disease. In line with this earlier research, we found an increase of 38% in step width variability, next to 40% in foot off variability.…”
Section: Discussionmentioning
confidence: 73%
See 1 more Smart Citation
“…Martelli et al (2019) already reported an increase in variability of step width (+13%) and a trend in step length variability (+24%). Also Yamagami et al (2020) have reported an increase in step length variability (+67%) in their patients, however as mentioned above in patients with Parkinson's disease. In line with this earlier research, we found an increase of 38% in step width variability, next to 40% in foot off variability.…”
Section: Discussionmentioning
confidence: 73%
“… Canessa et al (2019) reported a decrease in cadence (∼ −10%). There is another particular study which analyzed whether overground VR environments that replicate freezing-of-gait (FoG) provoking situations for people with Parkinson’s disease would exacerbate gait adaptions relevant for FoG ( Yamagami et al, 2020 ). While they have used similar motion capture techniques as in our study, they only reported a subset of spatio-temporal parameters along with step length variability.…”
Section: Discussionmentioning
confidence: 99%
“…51 Moreover, a systematic review found that immersive VR (VRi) presents additional clinical benefits when compared with conventional vestibular training (performance and repetition of exercises in a motivational environment, oriented tasks, multisensory stimulation, extrinsic feedback and promotion of adherence). [52][53][54][55][56][57] The VR induces neuroplastic changes in neurological affection as MS. 58 Within VRi, the modality that integrates physical activity in a virtual environment with mentioned advantages is exergame, that has proven to be effective for neurological diseases. 59 60 Moreover, despite exercising through a VR system, it is perceived as less exhausting, 61 while the subject is exposed to a large variety of environments boosting the vestibular mechanism of habituation.…”
Section: Strengths and Limitations Of This Studymentioning
confidence: 99%
“…In contrast, one study found that a prolonged VR experience lead to a reduction in most VR-related gait adjustments [19]. The study of Yamagami et al [23] is one of the few ones that assessed the effects of VR overground walking for people with Parkinson’s disease. They found similar effects, such as reduced walking speed, step length, and increased step width compared to the real-world laboratory.…”
Section: Introductionmentioning
confidence: 99%
“…They found similar effects, such as reduced walking speed, step length, and increased step width compared to the real-world laboratory. Interestingly, Martelli et al [19] and Yamagami et al [23] also reported a clear increase in variability for step width and length. In a previous study, our group examined the effects of a room-scale VR environment on healthy adults by means of standard clinical 3D full-body gait analysis [24].…”
Section: Introductionmentioning
confidence: 99%