背景:单侧无力患者的肢体功能恢复通常需要意志肌肉控制,对于患有严重损害的人来说,这通常是不存在的。镜像疗法-使用镜像盒将受损较少的肢体反射到受损较多的肢体上的干预措施-可以促进皮质脊髓的兴奋性,导致严重受损临床人群的康复增强。然而,镜盒对镜疗法施加限制,也就是说,所有的运动都是双边的,并且局限于很小的区域,阻碍复杂活动和多感官反馈的整合(例如,视觉触觉刺激)。这些限制可以通过虚拟现实来解决,但对皮质脊髓兴奋性的影响尚不清楚。
目标:研究基于虚拟现实的单边镜像,镜像期间的复杂活动,镜像前的视觉触觉刺激会影响皮质脊髓的兴奋性。
方法:没有已知神经系统疾病的参与者(n=17)佩戴了虚拟现实系统(NeuRRoVR),该系统显示了与他们的动作相匹配的虚拟化身的第一人称视角。经颅磁刺激在非优势手部肌肉中诱导的运动诱发电位用于评估四种情况下的皮质脊髓兴奋性:镜像,与先前的视觉触觉刺激(镜像+TACT)镜像,和控制。在镜像期间,每个参与者的优势肢体的运动被反映到虚拟化身的非优势肢体上,化身的优势肢体保持不动(即,单边镜像)。镜像+TACT条件与镜像条件相同,除了镜像之前是非优势肢体的视觉触觉刺激。在控制条件下,单侧镜像被禁用。在所有条件下,参与者进行了简单(flex/extendfinger)和复杂(堆栈虚拟块)的活动。
结果:我们发现与无镜像相比,单侧镜像增加了皮质脊髓兴奋性(p<0.001),与镜像过程中的简单活动相比,复杂活动的兴奋性增加(p<0.001),镜像前的视觉触觉刺激降低了兴奋性(p=0.032)。我们还发现,这些功能并没有相互作用。
结论:这项研究的发现揭示了镜像疗法的神经机制,并证明了虚拟现实可以增强镜像疗法的独特方式。研究结果对临床人群虚拟现实系统的康复设计具有重要意义。
BACKGROUND: Restoration of limb function for individuals with unilateral weakness typically requires volitional muscle control, which is often not present for individuals with severe impairment. Mirror therapy-interventions using a mirror box to reflect the less-impaired limb onto the more-impaired limb-can facilitate corticospinal excitability, leading to enhanced recovery in severely impaired clinical populations. However, the mirror box applies limitations on mirror therapy, namely that all movements appear bilateral and are confined to a small area, impeding integration of complex activities and multisensory feedback (e.g., visuo-tactile stimulation). These limitations can be addressed with virtual reality, but the resulting effect on corticospinal excitability is unclear.
OBJECTIVE: Examine how virtual reality-based unilateral mirroring, complex activities during mirroring, and visuo-tactile stimulation prior to mirroring affect corticospinal excitability.
METHODS: Participants with no known neurological conditions (n = 17) donned a virtual reality system (NeuRRoVR) that displayed a first-person perspective of a virtual avatar that matched their motions. Transcranial magnetic stimulation-induced motor evoked potentials in the nondominant hand muscles were used to evaluate corticospinal excitability in four conditions: resting, mirroring, mirroring with prior visuo-tactile stimulation (mirroring + TACT), and control. During mirroring, the movements of each participant\'s dominant limb were reflected onto the nondominant limb of the virtual avatar, and the avatar\'s dominant limb was kept immobile (i.e., unilateral mirroring). The mirroring + TACT condition was the same as the mirroring condition, except that mirroring was preceded by visuo-tactile stimulation of the nondominant limb. During the control condition, unilateral mirroring was disabled. During all conditions, participants performed simple (flex/extend fingers) and complex (stack virtual blocks) activities.
RESULTS: We found that unilateral mirroring increased corticospinal excitability compared to no mirroring (p < 0.001), complex activities increased excitability compared to simple activities during mirroring (p < 0.001), and visuo-tactile stimulation prior to mirroring decreased excitability (p = 0.032). We also found that these features did not interact with each other.
CONCLUSIONS: The findings of this study shed light onto the neurological mechanisms of mirror therapy and demonstrate the unique ways in which virtual reality can augment mirror therapy. The findings have important implications for rehabilitation for design of virtual reality systems for clinical populations.