BY John Hobbs- September 26, 2016
Three USC researchers to develop program that would get individuals back on their feet, practicing the walking skills needed to navigate their communities
James Finley, Marientina Gotsis and Beth Fisher (Photos/John Skalicky and Roberto Gomez)
A trip to the physical therapist
could soon feel a bit more like a trip to the arcade, thanks to a new
multidisciplinary study being conducted at USC.
James Finley and Beth Fisher of
the USC Division of Biokinesiology and Physical Therapy
and Marientina Gotsis of the USC School of
Cinematic Arts have received a two-year grant from the National Institutes of Health to develop
and test a virtual reality-based program for walking rehabilitation in patients
with Parkinson’s disease.
Symptoms such as stiffness,
shaking and balance problems can cause people with the degenerative brain
disorder to have difficulty walking. Traditional physical therapies have
centered around strength training, stretching and movement practice, but it was
recently discovered that those strategies may not lead to long-term motor
learning by themselves.
“From a motor-learning
perspective, we now know that learning and long-term retention are optimized
when the patients have a focus on the movement’s effect on the environment such
as ‘step over the obstacle’ rather than on performing the movement itself,”
Fisher explained.
On
your feet
The
proposed VR-based system would get individuals with Parkinson’s back on their
feet, practicing the actual walking skills necessary to navigate their
communities — with seemingly real-world feedback — under the watchful eye of a
physical therapist.
“We
will be designing a system that will allow patients to experience and practice
challenging tasks like negotiating obstacles, walking through crowds, doing
turns and walking over thresholds to represent the challenges they would
experience in the physical world,” Finley said.
A
typical treatment session would involve a patient wearing a VR headset and
walking on a standard or omni-directional treadmill or over the ground to
improve their walking ability in a way that feels more like playing a video
game.
“With
motor rehabilitation, one of the things patients need is lots of repetition,”
Finley said. “One of the advantages of doing something like a game is it helps
increase motivation to undergo the amount of practice necessary for skill
learning.”
During
the study’s first phase, the researchers will be designing prototypes of a
low-cost, portable gait-training system that can be set up and easily used in
the physical therapy office.
“Clinicians
have a very limited time with their patients so any hurdles or barriers that
are introduced by technology can limit the actual use of that technology in the
clinic,” Finley said.
The
researchers will then recruit clinicians and their patients to use the system,
offering feedback to improve the experience for both the user and the
supervising physical therapist.
A
safe yet challenging experience
Gotsis
and her team of researchers at the USC Creative Media and Behavioral Health
Center will design and assess the VR experience — paying close attention to the
tiniest of nuances, including sound and haptic feedback — to ensure the most
lifelike simulations.
“We
would like to create a pleasurable, safe and challenging walking virtual
reality experience,” Gotsis said. “We will know from participant input if the
experience is enjoyable, and our collaborators will help us understand whether
the experience is challenging enough to promote neuroplasticity.”
Patients
will have the choice of different environments, including a cityscape with high
rises, a seaside pier with a Ferris wheel, a path in a park or a visit to
Trader Joe’s. To be most effective, users should choose environments that
reflect the challenges they most often face in the real world, Finley said.
The
study’s second phase will involve assessing the treatment strategy’s effectiveness
on actual patients. Using the developed environments, patients with Parkinson’s
will complete a set of progressive training sessions so that researchers can
determine the program’s efficacy.
Research
backgrounds
The
study brings together expertise from a variety of academic disciplines.
Finley
has devoted himself to research on how locomotion is controlled and adapted in
both healthy and injured neuromuscular systems. He is an assistant professor at
the USC Division of Biokinesiology and Physical Therapy and the director of the
Locomotor Control Laboratory
— he holds joint appointments in engineering and neuroscience.
Fisher
is an expert in neuroplasticity and skill acquisition in non-disabled
populations as well as individuals who have had stroke, traumatic brain injury
and Parkinson’s. She is the director of the Neuroplasticity and Imaging Laboratory and
has joint appointments at the USC Division of Biokinesiology and Physical
Therapy as well as the Keck School of Medicine of USC’s neurology department.
Gotsis
has been working with VR for 20 years, 10 of which have focused on using
interactive entertainment to promote health, happiness and rehabilitation. She
is the director and co-founder of the USC Creative
Media and Behavioral Health Center, a research unit that bridges
expertise from the USC School of Cinematic Arts and the Keck School of
Medicine.
“When
it comes to imagining the future of health care, we cannot afford to leave it
all to the imagination of a single expert group,” said Gotsis, referring to the
power of multidisciplinary approaches to solve some of society’s most vexing
problems. “Nobody knows best. We’re all stakeholders in creating new therapies
whether they use virtual reality or paper clips and glue.”
Research
was supported by the Eunice Kennedy Shriver National Institute of Child Health
and Human Development of the National Institutes of Health (award number
R21HD088342).
http://news.usc.edu/108150/virtual-reality-based-rehab-system-could-one-day-help-people-with-parkinsons-disease/?
|
No comments:
Post a Comment