2017
DOI: 10.3389/fneur.2017.00005
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Balance in Virtual Reality: Effect of Age and Bilateral Vestibular Loss

Abstract: BackgroundQuantitative balance measurement is used in clinical practice to prevent falls. The conditions of the test were limited to eyes open, eyes closed, and sway-referenced vision. We developed a new visual perturbation to challenge balance using virtual reality (VR), measuring postural stability by a Wii Balance Board (WBB).MethodsIn this study, we recorded balance performance of 116 healthy subjects and of 10 bilateral vestibular loss patients using VR to assess the effect of age and the effect of total … Show more

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Cited by 40 publications
(40 citation statements)
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“…The inclusion criteria were that they demonstrated the following symptoms: postural imbalance, unsteadiness of gait, movement-induced blurred vision (oscillopsia) during walking or most quick head/body movement, and worsening of postural imbalance or unsteadiness of gait in darkness and/or on uneven ground ( 20 ). To establish their loss of vestibular function we measured: (1) horizontal semicircular canal function by the video HIMPs, the suppression head impulse paradigm (SHIMPs), the caloric test; (2) otolith function by cervical and ocular vestibular-evoked myogenic potentials (VEMPs) ( 21 , 22 ); (3) postural stability by the EquiTest, and the Nintendo Wii balance Board (WBB) ( 23 ).…”
Section: Methodsmentioning
confidence: 99%
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“…The inclusion criteria were that they demonstrated the following symptoms: postural imbalance, unsteadiness of gait, movement-induced blurred vision (oscillopsia) during walking or most quick head/body movement, and worsening of postural imbalance or unsteadiness of gait in darkness and/or on uneven ground ( 20 ). To establish their loss of vestibular function we measured: (1) horizontal semicircular canal function by the video HIMPs, the suppression head impulse paradigm (SHIMPs), the caloric test; (2) otolith function by cervical and ocular vestibular-evoked myogenic potentials (VEMPs) ( 21 , 22 ); (3) postural stability by the EquiTest, and the Nintendo Wii balance Board (WBB) ( 23 ).…”
Section: Methodsmentioning
confidence: 99%
“…All eight patients had absent cervical vestibular-evoked myogenic potentials (cVEMPs): no detectable p13-n23 cervical potentials and no detectable ocular vestibular-evoked myogenic potentials (oVEMPs): no n1-p1 ocular potentials were detected on either side in response to short tone bursts of air-conducted sound at 500 Hz at 102 dB SPL ( 24 ). All of them fell on condition 5 in Equitest and were unable to maintain balance in the WBB test on foam with eyes closed or on foam at VR0.1 condition ( 23 ). We were able to determine the cause of the bilateral loss in four patients (for patients 1,5,7 (Table 1 ) it was the result of systemic gentamicin; for patient 6 it was genetic).…”
Section: Methodsmentioning
confidence: 99%
“…This was not thought to be significant (Figure 2(D)). The patient fell on foam with a visual perturbation induced using VR at low amplitude of stimulation (VR 0.2, Figure 2(E)) which is abnormal for her age [8].…”
Section: Audio-vestibular Battery Testingmentioning
confidence: 99%
“…Such systems could bring an innovative solution through the use of virtual reality, where objectives, motivation, and targeted exercises could be mixed in a ludic protocol. Indeed, VR assisted rehabilitation allows the patient to work on locomotion disorders, postural rehabilitation, and equilibrium as well as spatial navigation or any other disorders (Chiarovano et al, 2017 ; Cogné et al, 2017 ). Patients with memory impairment such as witnessed in Alzheimer's disease could benefit from experiencing a virtual walk outside without putting them at risk of getting lost and VR could help creating familiar environments with for example the incorporation of musicotherapy and family pictures.…”
Section: Rehabilitation Medicinementioning
confidence: 99%