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Original article| Volume 65, 104004, September 2022

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Effects of immersive virtual reality on upper limb function in subjects with multiple sclerosis: A cross-over study

  • Author Footnotes
    1 These authors contributed equally to this work.
    Rita Bertoni
    Footnotes
    1 These authors contributed equally to this work.
    Affiliations
    IRCSS Fondazione Don Carlo Gnocchi, Via Capecelatro 66, Milano 20148, Italy
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  • Author Footnotes
    1 These authors contributed equally to this work.
    Fabiola Giovanna Mestanza Mattos
    Footnotes
    1 These authors contributed equally to this work.
    Affiliations
    Department of Pathophysiology and Transplantation, Università degli Studi di Milano, Milan 20100, Italy
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  • Micaela Porta
    Affiliations
    Department of Mechanical, Chemical and Materials Engineering, University of Cagliari, Cagliari 09100, Italy
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  • Federico Arippa
    Affiliations
    Department of Mechanical, Chemical and Materials Engineering, University of Cagliari, Cagliari 09100, Italy
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  • Eleonora Cocco
    Affiliations
    Department of Medical Sciences and Public Health, Multiple Sclerosis Centre, University of Cagliari, Cagliari 09100, Italy
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  • Author Footnotes
    1 These authors contributed equally to this work.
    Massimiliano Pau
    Footnotes
    1 These authors contributed equally to this work.
    Affiliations
    Department of Mechanical, Chemical and Materials Engineering, University of Cagliari, Cagliari 09100, Italy
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  • Author Footnotes
    1 These authors contributed equally to this work.
    Davide Cattaneo
    Correspondence
    Corresponding author at: IRCSS Fondazione Don Carlo Gnocchi, Via Capecelatro 66, Milano 20148, Italy.
    Footnotes
    1 These authors contributed equally to this work.
    Affiliations
    IRCSS Fondazione Don Carlo Gnocchi, Via Capecelatro 66, Milano 20148, Italy

    Department of Pathophysiology and Transplantation, Università degli Studi di Milano, Milan 20100, Italy
    Search for articles by this author
  • Author Footnotes
    1 These authors contributed equally to this work.

      Highlights

      • We tested the effects of an immersive VR approach on UL rehabilitation in PwMS.
      • An immersive VR approach improved gross dexterity in less affected limb in PwMS.
      • An immersive VR approach is feasible for arm rehabilitation in PwMS.

      Abstract

      Background

      Upper limb dysfunctions are common in people with multiple sclerosis (PwMS) and lead to limitations in activities of daily living. In this study, we investigated the feasibility and effects of an immersive commercial virtual reality system for upper limb bilateral rehabilitation.

      Methods

      A total of 20 participants were included in a cross over study with two arm sequences: Treatment-Waiting List (T-WL; N = 9) and Waiting List-Treatment (WT-T; N = 11). T-WL sequence performed 12 sessions of bilateral UL rehabilitation over a 4-week period, based on the use of a commercially VR immersive platform (Oculus Rift), followed by a 4-week wash-out period and a 4-week waiting list period. WL-T sequence followed the protocol in the reverse order.
      Participants were tested at baseline (T0), after the end of the first 4-week period (T1), at the end of the wash-out period and finally at the end of the third 4-week period (T2). The primary outcome was the Box and Blocks test (BBT). Secondary outcome measures were: Nine Hole Peg Test (NHPT), Maximal isometric handgrip strength, Manual Ability Measure-36 (MAM-36), Modified Fatigue Impact Scale (MFIS), and the System Usability Scale (SUS).
      In absence of carryover effects, we analyzed primary and secondary outcome measures with mixed linear effect models. Treatment efficacy was assessed on the within-subject differences. Specifically, we used the intra-individual differences at the end of treatment and waiting-list periods (T1 and T2) as dependent variables and sequences (T-WL or WL-T) as independent variable. In presence of carryover effects (p-value <0.05), we assessed between sequence differences by an unpaired t-test considering T0 and T1 as time points, and sequence as group factor.

      Results

      We observed clinical and statistical improvements for BBT, with an overall between-sequence difference of 8.6 ± 2.6 blocks (p < 0.01) favoring treatment period in the less affected side, and a not significant change of 3.0 ± 2.6 blocks (p = 0.28) in the most affected side. Small and not significant between-sequence differences were found for 9HPT, and handgrip strength in both sides. Similarly, no differences were found for patient reported outcomes, MFIS and MAM-36. Finally, mean SUS score was 45.9 ± 11.1 points, representing a moderate usability of the system.

      Conclusion

      An immersive VR-based approach resulted useful to improve gross manual dexterity in the less affected limb in PwMS. However, such improvement did not translate into modifications in terms of self-reported ability to carry out activities of daily living nor went along with improvement in fine hand dexterity, strength or fatigue. Finally, usability of this technology was overall judged moderate, with lower scores assigned to items representing user-friendliness.

      Keywords

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