Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.
Identifieur interne : 000249 ( Main/Exploration ); précédent : 000248; suivant : 000250Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.
Auteurs : Andrea Viziano [Italie] ; Alessandro Micarelli [Italie] ; Ivan Augimeri [Italie] ; Domenico Micarelli [Italie] ; Marco Alessandrini [Italie]Source :
- Clinical rehabilitation [ 1477-0873 ] ; 2019.
Descripteurs français
- KwdFr :
- Adulte (MeSH), Adulte d'âge moyen (MeSH), Autorapport (MeSH), Démarche (MeSH), Facteurs temps (MeSH), Femelle (MeSH), Humains (MeSH), Jeux vidéo (MeSH), Maladies vestibulaires (physiopathologie), Maladies vestibulaires (rééducation et réadaptation), Mâle (MeSH), Réalité de synthèse (MeSH), Réflexe vestibulo-oculaire (physiologie), Sujet âgé (MeSH), Traitement par les exercices physiques (méthodes), Études de suivi (MeSH).
- MESH :
- méthodes : Traitement par les exercices physiques.
- physiologie : Réflexe vestibulo-oculaire.
- physiopathologie : Maladies vestibulaires.
- rééducation et réadaptation : Maladies vestibulaires.
- Adulte, Adulte d'âge moyen, Autorapport, Démarche, Facteurs temps, Femelle, Humains, Jeux vidéo, Mâle, Réalité de synthèse, Sujet âgé, Études de suivi.
English descriptors
- KwdEn :
- Adult (MeSH), Aged (MeSH), Exercise Therapy (methods), Female (MeSH), Follow-Up Studies (MeSH), Gait (MeSH), Humans (MeSH), Male (MeSH), Middle Aged (MeSH), Reflex, Vestibulo-Ocular (physiology), Self Report (MeSH), Time Factors (MeSH), Vestibular Diseases (physiopathology), Vestibular Diseases (rehabilitation), Video Games (MeSH), Virtual Reality (MeSH).
- MESH :
- methods : Exercise Therapy.
- physiology : Reflex, Vestibulo-Ocular.
- physiopathology : Vestibular Diseases.
- rehabilitation : Vestibular Diseases.
- Adult, Aged, Female, Follow-Up Studies, Gait, Humans, Male, Middle Aged, Self Report, Time Factors, Video Games, Virtual Reality.
Abstract
OBJECTIVE:
To investigate the long-term effects of adding virtual reality-based home exercises to vestibular rehabilitation in people with unilateral vestibular hypofunction.
DESIGN:
Follow-up otoneurological examination in two randomized groups following a previous one-month trial.
SETTING:
Tertiary rehabilitation center.
SUBJECTS:
A total of 47 patients with unilateral vestibular hypofunction, one group ( n = 24) undergoing conventional vestibular rehabilitation and the other one ( n = 23) implementing, in addition, head-mounted gaming home exercises, 20 minutes per day for one month.
INTERVENTIONS:
One year after completing rehabilitation, patients underwent testing with static posturography, video head impulse test, self-report questionnaires, and a performance measure.
MAIN MEASURES:
Vestibulo-ocular reflex gain, posturographic parameters such as length, surface, and fast Fourier transform power spectra, self-report, and gait performance measure scores.
RESULTS:
Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.
CONCLUSION:
Results suggest that head-mounted gaming home exercises are a viable, effective, additional measure to improve long-term vestibular rehabilitation outcomes.
DOI: 10.1177/0269215518788598
PubMed: 30012022
Affiliations:
Links toward previous steps (curation, corpus...)
Le document en format XML
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<profileDesc><textClass><keywords scheme="KwdEn" xml:lang="en"><term>Adult (MeSH)</term>
<term>Aged (MeSH)</term>
<term>Exercise Therapy (methods)</term>
<term>Female (MeSH)</term>
<term>Follow-Up Studies (MeSH)</term>
<term>Gait (MeSH)</term>
<term>Humans (MeSH)</term>
<term>Male (MeSH)</term>
<term>Middle Aged (MeSH)</term>
<term>Reflex, Vestibulo-Ocular (physiology)</term>
<term>Self Report (MeSH)</term>
<term>Time Factors (MeSH)</term>
<term>Vestibular Diseases (physiopathology)</term>
<term>Vestibular Diseases (rehabilitation)</term>
<term>Video Games (MeSH)</term>
<term>Virtual Reality (MeSH)</term>
</keywords>
<keywords scheme="KwdFr" xml:lang="fr"><term>Adulte (MeSH)</term>
<term>Adulte d'âge moyen (MeSH)</term>
<term>Autorapport (MeSH)</term>
<term>Démarche (MeSH)</term>
<term>Facteurs temps (MeSH)</term>
<term>Femelle (MeSH)</term>
<term>Humains (MeSH)</term>
<term>Jeux vidéo (MeSH)</term>
<term>Maladies vestibulaires (physiopathologie)</term>
<term>Maladies vestibulaires (rééducation et réadaptation)</term>
<term>Mâle (MeSH)</term>
<term>Réalité de synthèse (MeSH)</term>
<term>Réflexe vestibulo-oculaire (physiologie)</term>
<term>Sujet âgé (MeSH)</term>
<term>Traitement par les exercices physiques (méthodes)</term>
<term>Études de suivi (MeSH)</term>
</keywords>
<keywords scheme="MESH" qualifier="methods" xml:lang="en"><term>Exercise Therapy</term>
</keywords>
<keywords scheme="MESH" qualifier="méthodes" xml:lang="fr"><term>Traitement par les exercices physiques</term>
</keywords>
<keywords scheme="MESH" qualifier="physiologie" xml:lang="fr"><term>Réflexe vestibulo-oculaire</term>
</keywords>
<keywords scheme="MESH" qualifier="physiology" xml:lang="en"><term>Reflex, Vestibulo-Ocular</term>
</keywords>
<keywords scheme="MESH" qualifier="physiopathologie" xml:lang="fr"><term>Maladies vestibulaires</term>
</keywords>
<keywords scheme="MESH" qualifier="physiopathology" xml:lang="en"><term>Vestibular Diseases</term>
</keywords>
<keywords scheme="MESH" qualifier="rehabilitation" xml:lang="en"><term>Vestibular Diseases</term>
</keywords>
<keywords scheme="MESH" qualifier="rééducation et réadaptation" xml:lang="fr"><term>Maladies vestibulaires</term>
</keywords>
<keywords scheme="MESH" xml:lang="en"><term>Adult</term>
<term>Aged</term>
<term>Female</term>
<term>Follow-Up Studies</term>
<term>Gait</term>
<term>Humans</term>
<term>Male</term>
<term>Middle Aged</term>
<term>Self Report</term>
<term>Time Factors</term>
<term>Video Games</term>
<term>Virtual Reality</term>
</keywords>
<keywords scheme="MESH" xml:lang="fr"><term>Adulte</term>
<term>Adulte d'âge moyen</term>
<term>Autorapport</term>
<term>Démarche</term>
<term>Facteurs temps</term>
<term>Femelle</term>
<term>Humains</term>
<term>Jeux vidéo</term>
<term>Mâle</term>
<term>Réalité de synthèse</term>
<term>Sujet âgé</term>
<term>Études de suivi</term>
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<front><div type="abstract" xml:lang="en"><p><b>OBJECTIVE:</b>
</p>
<p>To investigate the long-term effects of adding virtual reality-based home exercises to vestibular rehabilitation in people with unilateral vestibular hypofunction.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>DESIGN:</b>
</p>
<p>Follow-up otoneurological examination in two randomized groups following a previous one-month trial.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>SETTING:</b>
</p>
<p>Tertiary rehabilitation center.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>SUBJECTS:</b>
</p>
<p>A total of 47 patients with unilateral vestibular hypofunction, one group ( n = 24) undergoing conventional vestibular rehabilitation and the other one ( n = 23) implementing, in addition, head-mounted gaming home exercises, 20 minutes per day for one month.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>INTERVENTIONS:</b>
</p>
<p>One year after completing rehabilitation, patients underwent testing with static posturography, video head impulse test, self-report questionnaires, and a performance measure.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>MAIN MEASURES:</b>
</p>
<p>Vestibulo-ocular reflex gain, posturographic parameters such as length, surface, and fast Fourier transform power spectra, self-report, and gait performance measure scores.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>RESULTS:</b>
</p>
<p>Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.</p>
</div>
<div type="abstract" xml:lang="en"><p><b>CONCLUSION:</b>
</p>
<p>Results suggest that head-mounted gaming home exercises are a viable, effective, additional measure to improve long-term vestibular rehabilitation outcomes.</p>
</div>
</front>
</TEI>
<pubmed><MedlineCitation Status="MEDLINE" IndexingMethod="Curated" Owner="NLM"><PMID Version="1">30012022</PMID>
<DateCompleted><Year>2019</Year>
<Month>07</Month>
<Day>09</Day>
</DateCompleted>
<DateRevised><Year>2019</Year>
<Month>07</Month>
<Day>09</Day>
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<Issue>1</Issue>
<PubDate><Year>2019</Year>
<Month>Jan</Month>
</PubDate>
</JournalIssue>
<Title>Clinical rehabilitation</Title>
<ISOAbbreviation>Clin Rehabil</ISOAbbreviation>
</Journal>
<ArticleTitle>Long-term effects of vestibular rehabilitation and head-mounted gaming task procedure in unilateral vestibular hypofunction: a 12-month follow-up of a randomized controlled trial.</ArticleTitle>
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<Abstract><AbstractText Label="OBJECTIVE:" NlmCategory="UNASSIGNED">To investigate the long-term effects of adding virtual reality-based home exercises to vestibular rehabilitation in people with unilateral vestibular hypofunction.</AbstractText>
<AbstractText Label="DESIGN:" NlmCategory="UNASSIGNED">Follow-up otoneurological examination in two randomized groups following a previous one-month trial.</AbstractText>
<AbstractText Label="SETTING:" NlmCategory="UNASSIGNED">Tertiary rehabilitation center.</AbstractText>
<AbstractText Label="SUBJECTS:" NlmCategory="UNASSIGNED">A total of 47 patients with unilateral vestibular hypofunction, one group ( n = 24) undergoing conventional vestibular rehabilitation and the other one ( n = 23) implementing, in addition, head-mounted gaming home exercises, 20 minutes per day for one month.</AbstractText>
<AbstractText Label="INTERVENTIONS:" NlmCategory="UNASSIGNED">One year after completing rehabilitation, patients underwent testing with static posturography, video head impulse test, self-report questionnaires, and a performance measure.</AbstractText>
<AbstractText Label="MAIN MEASURES:" NlmCategory="UNASSIGNED">Vestibulo-ocular reflex gain, posturographic parameters such as length, surface, and fast Fourier transform power spectra, self-report, and gait performance measure scores.</AbstractText>
<AbstractText Label="RESULTS:" NlmCategory="UNASSIGNED">Vestibulo-ocular reflex gain was significantly better with respect to pretreatment in both groups. The mixed-method group showed significantly higher gain scores: mean (standard deviation (SD)) at 12 months was 0.71 (0.04), versus 0.64 (0.03) for the vestibular rehabilitation-only group ( P < 0.001). Accordingly, some classical posturography scores such as surface with eyes open and length with eyes closed and low-frequency power spectra were significantly different between groups, with the virtual reality group showing improvement ( P < 0.001). Self-report measures were significantly better in both groups compared to pretreatment, with significant improvement in the mixed-method group as compared to conventional rehabilitation alone: Dizziness Handicap Inventory mean total score was 24.34 (2.8) versus 35.73 (5.88) with a P-value <0.001.</AbstractText>
<AbstractText Label="CONCLUSION:" NlmCategory="UNASSIGNED">Results suggest that head-mounted gaming home exercises are a viable, effective, additional measure to improve long-term vestibular rehabilitation outcomes.</AbstractText>
</Abstract>
<AuthorList CompleteYN="Y"><Author ValidYN="Y"><LastName>Viziano</LastName>
<ForeName>Andrea</ForeName>
<Initials>A</Initials>
<Identifier Source="ORCID">https://orcid.org/0000-0002-6413-1785</Identifier>
<AffiliationInfo><Affiliation>1 Department of Clinical Sciences and Translational Medicine, University of Rome "Tor Vergata," Rome, Italy.</Affiliation>
</AffiliationInfo>
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<ForeName>Alessandro</ForeName>
<Initials>A</Initials>
<AffiliationInfo><Affiliation>1 Department of Clinical Sciences and Translational Medicine, University of Rome "Tor Vergata," Rome, Italy.</Affiliation>
</AffiliationInfo>
<AffiliationInfo><Affiliation>2 Department of Systems Medicine, Neuroscience Unit, University of Rome "Tor Vergata," Rome, Italy.</Affiliation>
</AffiliationInfo>
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<Author ValidYN="Y"><LastName>Augimeri</LastName>
<ForeName>Ivan</ForeName>
<Initials>I</Initials>
<AffiliationInfo><Affiliation>3 ITER Center for Rehabilitation, Rome, Italy.</Affiliation>
</AffiliationInfo>
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<Author ValidYN="Y"><LastName>Micarelli</LastName>
<ForeName>Domenico</ForeName>
<Initials>D</Initials>
<AffiliationInfo><Affiliation>3 ITER Center for Rehabilitation, Rome, Italy.</Affiliation>
</AffiliationInfo>
</Author>
<Author ValidYN="Y"><LastName>Alessandrini</LastName>
<ForeName>Marco</ForeName>
<Initials>M</Initials>
<AffiliationInfo><Affiliation>1 Department of Clinical Sciences and Translational Medicine, University of Rome "Tor Vergata," Rome, Italy.</Affiliation>
</AffiliationInfo>
</Author>
</AuthorList>
<Language>eng</Language>
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<MeshHeading><DescriptorName UI="D000368" MajorTopicYN="N">Aged</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D005081" MajorTopicYN="N">Exercise Therapy</DescriptorName>
<QualifierName UI="Q000379" MajorTopicYN="Y">methods</QualifierName>
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<MeshHeading><DescriptorName UI="D005260" MajorTopicYN="N">Female</DescriptorName>
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<MeshHeading><DescriptorName UI="D005500" MajorTopicYN="N">Follow-Up Studies</DescriptorName>
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<MeshHeading><DescriptorName UI="D005684" MajorTopicYN="N">Gait</DescriptorName>
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<MeshHeading><DescriptorName UI="D006801" MajorTopicYN="N">Humans</DescriptorName>
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<MeshHeading><DescriptorName UI="D008297" MajorTopicYN="N">Male</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D008875" MajorTopicYN="N">Middle Aged</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D012027" MajorTopicYN="N">Reflex, Vestibulo-Ocular</DescriptorName>
<QualifierName UI="Q000502" MajorTopicYN="N">physiology</QualifierName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D057566" MajorTopicYN="N">Self Report</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D013997" MajorTopicYN="N">Time Factors</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D015837" MajorTopicYN="N">Vestibular Diseases</DescriptorName>
<QualifierName UI="Q000503" MajorTopicYN="N">physiopathology</QualifierName>
<QualifierName UI="Q000534" MajorTopicYN="Y">rehabilitation</QualifierName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D018910" MajorTopicYN="Y">Video Games</DescriptorName>
</MeshHeading>
<MeshHeading><DescriptorName UI="D000076142" MajorTopicYN="Y">Virtual Reality</DescriptorName>
</MeshHeading>
</MeshHeadingList>
<KeywordList Owner="NOTNLM"><Keyword MajorTopicYN="N">Vestibular rehabilitation</Keyword>
<Keyword MajorTopicYN="N">head-mounted devices</Keyword>
<Keyword MajorTopicYN="N">posturography</Keyword>
<Keyword MajorTopicYN="N">video Head Impulse Test</Keyword>
<Keyword MajorTopicYN="N">virtual reality</Keyword>
</KeywordList>
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<PubMedPubDate PubStatus="entrez"><Year>2018</Year>
<Month>7</Month>
<Day>18</Day>
<Hour>6</Hour>
<Minute>0</Minute>
</PubMedPubDate>
</History>
<PublicationStatus>ppublish</PublicationStatus>
<ArticleIdList><ArticleId IdType="pubmed">30012022</ArticleId>
<ArticleId IdType="doi">10.1177/0269215518788598</ArticleId>
</ArticleIdList>
</PubmedData>
</pubmed>
<affiliations><list><country><li>Italie</li>
</country>
<region><li>Latium</li>
</region>
<settlement><li>Rome</li>
</settlement>
</list>
<tree><country name="Italie"><noRegion><name sortKey="Viziano, Andrea" sort="Viziano, Andrea" uniqKey="Viziano A" first="Andrea" last="Viziano">Andrea Viziano</name>
</noRegion>
<name sortKey="Alessandrini, Marco" sort="Alessandrini, Marco" uniqKey="Alessandrini M" first="Marco" last="Alessandrini">Marco Alessandrini</name>
<name sortKey="Augimeri, Ivan" sort="Augimeri, Ivan" uniqKey="Augimeri I" first="Ivan" last="Augimeri">Ivan Augimeri</name>
<name sortKey="Micarelli, Alessandro" sort="Micarelli, Alessandro" uniqKey="Micarelli A" first="Alessandro" last="Micarelli">Alessandro Micarelli</name>
<name sortKey="Micarelli, Alessandro" sort="Micarelli, Alessandro" uniqKey="Micarelli A" first="Alessandro" last="Micarelli">Alessandro Micarelli</name>
<name sortKey="Micarelli, Domenico" sort="Micarelli, Domenico" uniqKey="Micarelli D" first="Domenico" last="Micarelli">Domenico Micarelli</name>
</country>
</tree>
</affiliations>
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