The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study
Abstract
:1. Introduction
2. Materials and Methods
2.1. Study Population
2.2. Data Collection
2.3. Procedures
2.4. Outcome Measures
2.5. Conventional Home-Based Rehabilitation
2.6. Sensor-Based Non-Immersive VR TR
2.7. Statistical Analysis
3. Results
4. Discussion
Limitations and Strengths of the Study
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
CG | control group |
COVID-19 | Coronavirus Disease 2019 |
EG | experimental group |
FFP3 | Filtering Face Piece class 3 |
GUI | graphical user interface |
IQR | interquartile range |
MAS | Modified Ashworth Scale |
MoCA | Montreal Cognitive Assessment |
T0/T1 | Timepoint 0/Timepoint 1 (pre- and post-treatment) |
TR | telerehabilitation |
TUG L | Timed-Up-Go Left |
TUG R | Timed-Up-Go Right |
VR | virtual reality |
VRRS | Virtual Reality Rehabilitation System |
10MWT | 10-m walking test |
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Exercise’s Goal | EG—Sensor-Based Non-Immersive Virtual Reality Telerehabilitation | CG—Conventional Home-Based Rehabilitation |
---|---|---|
Stand-to-sit (bilateral exercise) | Catching: The patient gets up and sits down from a chair by catching objects on the screen (such as fruit, raindrops, clothes, airplanes), taking care to avoid distractors. Reaching: The patient gets up and sits down from the chair by reaching objects on the screen as quickly as possible. | Sit-to-stand exercise and squats were used in order to return to the sitting position with the manual assistance provided by a therapist. |
Raise on toes (bilateral exercise) | Holding onto a solid base, the patient stands up on their toes and lowers themselves by picking up and reaching for objects on the screen. | The patient, holding on to a solid base, stands up on his toes and then returns to the starting position, under the supervision and guidance of the therapist. |
Flexion–extension of hip joint | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) with the flexion or the extension of the hip, avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls) with the flexion or the extension of the hip. | The patient in a sitting position is stimulated by the therapist to actively perform hip flexion–extension trying to reach the targets (e.g., ball, colored points) indicated by the therapist. |
Flexion–extension of knee joint | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) with the flexion or the extension of the knee, avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls) with the flexion or the extension of the knee. | The patient in a sitting position is stimulated by the therapist to actively perform knee flexion–extension trying to reach the targets (e.g., ball, colored points) indicated by the therapist. |
Dorsi-flexion of ankle joint | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) with the dorsi-flexion of the ankle, avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls) with the dorsi-flexion of the ankle. | The patient is seated and dorsiflexes the ankle to reach the targets (e.g., ball, colored points) identified by the therapist. |
Abduction–adduction of hip joint | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) with the abduction or the adduction of the hip, avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls) with the abduction or the adduction of the hip. | The patient in a sitting position is stimulated by the therapist to actively perform hip flexion–extension trying to reach the target (e.g., ball, colored points) indicated by the therapist. |
Flexion–extension of trunk | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) moving their trunk forward (flexion) or backwards (extension), avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls), moving their trunk forward (flexion) or backward (extension). | The patient is seated in front of the therapist, and he/she holds a stick or ball, moving the trunk forward and backward. |
Trunk rotation | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) rotating the trunk from one side to the other side and avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls) rotating the trunk from one side to the other side and avoiding distractors. | The patient is seated in front of the therapist, and he/she holds a stick or ball, rotating the trunk from side to side. |
Trunk inclination | Catching: the patient is seated in front of the screen, and he/she catches the objects in different VR scenarios (i.e., underwater, forest, sky, bedroom) bending the trunk on one side and on the other side and avoiding distractors. Reaching: the patient is seated in front of the screen, and he/she reaches the objects (e.g., balls), bending the trunk on one side and on the other side. | The patient is seated in front of the therapist, and he/she holds a stick or ball, bending the trunk from side to side. |
Experimental | Control | All | p-Value | |
---|---|---|---|---|
Participants | 10 | 10 | 20 | |
Age | 54.3 ± 10.2 | 58.1 ± 13.5 | 56.2 ± 11.8 | 0.57 |
Education | 12.8 ± 3.0 | 12.0 ± 3.9 | 12.4 ± 3.4 | 0.70 |
Gender: - Male - Female | 6 (60%) 4 (40%) | 6 (60%) 4 (40%) | 12 (60%) 8 (40%) | 1.00 |
Aetiology: - Haemorrhagic - Ischemic Affected side: - Left - Right | 5 (50%) 5 (50%) 6 (60%) 4 (40%) | 5 (50%) 5 (50%) 6 (60%) 4 (40%) | 10 (50%) 10 (50%) 12 (60%) 8 (40%) | 1.00 1.00 |
Clinical Assessment | Experimental Group | p-Value | Control Group | p-Value | ||
---|---|---|---|---|---|---|
T0 | T1 | T0 | T1 | |||
10MWT | 6.51 (5.70–8.04) | 5.79 (5.14–7.60) | 0.010 | 13.7 (6.8–17.9) | 10.7 (8.2–15.0) | 0.16 |
TUG R | 10.2 (8.40–18.0) | 10.0 (7.94–16.2) | 0.02 | 26.5 (21.3–34.0) | 24.5 (21.1–32.9) | 0.04 |
TUG L | 10.7 (8.59–18.0) | 10.1 (7.81–17.3) | 0.010 | 25.3 (18.4–35.6) | 24.2 (18.1–33.8) | 0.03 |
MoCA | 24.0 (23.0–24.8) | 25.5 (25.0–27.0) | 0.005 | 21.5 (21.0–22.0) | 23.0 (22.0–23.0) | 0.008 |
Clinical Assessment Scales | Experimental Group vs. Control Group T0—T0 | Experimental Group vs. Control Group T1—T1 |
---|---|---|
10MWT | 0.14 | 0.08 |
TUG R | 0.03 | 0.03 |
TUG L | 0.07 | 0.08 |
MoCA | 0.05 | 0.006 |
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Share and Cite
Bonanno, M.; Maggio, M.G.; De Pasquale, P.; Ciatto, L.; Lombardo Facciale, A.; De Francesco, M.; Andronaco, G.; De Luca, R.; Quartarone, A.; Calabrò, R.S. The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study. Med. Sci. 2025, 13, 65. https://doi.org/10.3390/medsci13020065
Bonanno M, Maggio MG, De Pasquale P, Ciatto L, Lombardo Facciale A, De Francesco M, Andronaco G, De Luca R, Quartarone A, Calabrò RS. The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study. Medical Sciences. 2025; 13(2):65. https://doi.org/10.3390/medsci13020065
Chicago/Turabian StyleBonanno, Mirjam, Maria Grazia Maggio, Paolo De Pasquale, Laura Ciatto, Antonino Lombardo Facciale, Morena De Francesco, Giuseppe Andronaco, Rosaria De Luca, Angelo Quartarone, and Rocco Salvatore Calabrò. 2025. "The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study" Medical Sciences 13, no. 2: 65. https://doi.org/10.3390/medsci13020065
APA StyleBonanno, M., Maggio, M. G., De Pasquale, P., Ciatto, L., Lombardo Facciale, A., De Francesco, M., Andronaco, G., De Luca, R., Quartarone, A., & Calabrò, R. S. (2025). The Potential Effects of Sensor-Based Virtual Reality Telerehabilitation on Lower Limb Function in Patients with Chronic Stroke Facing the COVID-19 Pandemic: A Retrospective Case-Control Study. Medical Sciences, 13(2), 65. https://doi.org/10.3390/medsci13020065