Abstract:
The flexion-relaxation phenomenon (FRP) is frequently absent among non-specific chronic low back pain (NSCLBP) patients. However, it is unknown whether this absence is intrinsic to their pathology or merely a consequence of reduced trunk flexion. Immersive virtual reality (IVR) can create a patient avatar whose range of motion can be modulated to differ from the real movement. The present study enrolled 15 NSCLBP patients and 15 asymptomatic participants with similar characteristics to disentangle the relationship between range of motion and the FRP in NSCLBP using IVR. Trunk kinematics and lumbar muscle electromyography were assessed. The IVR environment was combined with a motion capture system to create avatars that moved like each participant. The IVR display showed a closed room and a mirror reflecting the subject\'s avatar with a target line to be reached by trunk flexion. The avatar\'s trunk movements were modulated from reality, leading the participants to flex their trunk more than their voluntary maximum trunk flexion. Under IVR conditions, NSCLBP patients significantly increased their trunk flexion angle, which was coupled with a significant improvement in the FRP. The absence of the FRP among the NSCLBP population appeared to be primarily related to reduced trunk flexion.
摘要:
非特异性慢性下腰痛(NSCLBP)患者通常不存在屈曲松弛现象(FRP)。然而,尚不清楚这种缺失是他们的病理学固有的还是仅仅是躯干屈曲减少的结果。沉浸式虚拟现实(IVR)可以创建患者化身,其运动范围可以被调制为不同于真实运动。本研究招募了15名具有相似特征的NSCLBP患者和15名无症状参与者,以使用IVR阐明NSCLBP中运动范围与FRP之间的关系。评估躯干运动学和腰肌电图。IVR环境与运动捕捉系统相结合,以创建像每个参与者一样移动的化身。IVR显示屏显示了一个封闭的房间和一个镜子,该镜子反映了受试者的化身,并且躯干弯曲可以达到目标线。化身的躯干动作是从现实中调制出来的,引导参与者弯曲他们的躯干超过他们自愿的最大躯干弯曲。在IVR条件下,NSCLBP患者躯干屈曲角度显著增加,再加上FRP的显着改善。NSCLBP人群中缺乏FRP似乎主要与躯干屈曲减少有关。