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The Journal of Vestibular Research is a peer-reviewed journal that publishes experimental and observational studies, review papers, and theoretical papers based on current knowledge of the vestibular system, and letters to the Editor.
Authors: Keshner, Emily A. | Fung, Joyce
Article Type: Introduction
Abstract: The papers that follow stem from a symposium presented at the International Society for Posture and Gait Research (ISPGR) in Seville, Spain, in July 2015. Four speakers were charged with presenting their methods of applying virtual reality (VR) technology to obtain meaningful rehabilitation outcomes. The symposium aims to explore characteristics of VR that modify mechanisms supporting motor relearning. Common impairments in posture and gait that can be modulated within virtual environments by employing motor learning concepts, including sensory augmentation and repetition, were examined. Critical overviews of VR applications that address different therapeutic objectives for improving posture and gait in individuals …with neurological insult or injury were presented. A further goal was to identify approaches and efforts to bridge the gap between knowledge generation from research and knowledge uptake in clinical practice. Specific objectives of this symposium were that participants be able to: 1) identify benefits and limitations of selecting VR as an intervention tool; 2) discuss how VR relates to principles for motor relearning following neurological insult or injury; and 3) identify areas and methods for future translation of VR technology in clinical and home-based settings. Our symposium concluded that the application of VR technology in assessment, treatment, and research has yielded promising results in transferring learned cognitive and motor skills to more natural environments. VR permits the user to interact with a multidimensional and multisensory environment in real time, and offers the opportunity to provide both standardized and individualized interventions while monitoring behavior. Show more
Keywords: Posture, gait, motor relearning, sensorimotor integration, virtual environment
DOI: 10.3233/VES-170610
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 1-5, 2017
Authors: Rhea, Christopher K. | Kuznetsov, Nikita A.
Article Type: Research Article
Abstract: Gait control challenges commonly coincide with vestibular dysfunction and there is a long history in using balance and gait activities to enhance functional mobility in this population. While much has been learned using traditional rehabilitation exercises, there is a new line of research emerging that is using visual stimuli in a very specific way to enhance gait control. For example, avatars can be created in an individualized manner to incorporate specific gait characteristics. The avatar could then be used as a visual stimulus to which the patient can synchronize their own gait cycle. This line of research builds upon the …rich history of sensorimotor control research in which augmented sensory information (visual, haptic, or auditory) is used to probe, and even enhance, human motor control. This review paper focuses on gait control challenges in patients with vestibular dysfunction, provides a brief historical perspective on how various visual displays have been used to probe sensorimotor and gait control, and offers some recommendations for future research. Show more
Keywords: Gait, virtual reality, visual stimuli, sensorimotor control
DOI: 10.3233/VES-170602
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 7-16, 2017
Authors: Hanna, Maxim | Fung, Joyce | Lamontagne, Anouk
Article Type: Research Article
Abstract: Locomotor steering is contingent upon orienting oneself spatially in the environment. When the head is turned while walking, the optic flow projected onto the retina is a complex pattern comprising of a translational and a rotational component. We have created a unique paradigm to simulate different optic flows in a virtual environment. We hypothesized that non-visual (vestibular and somatosensory) cues are required for proper control of a straight trajectory while walking. This research study included 9 healthy young subjects walking in a large physical space (40×25m2 ) while the virtual environment is viewed in a helmet-mounted display. They were instructed …to walk straight in the physical world while being exposed to three conditions: (1) self-initiated active head turns (AHT: 40° right, left, or none); (2) visually simulated head turns (SHT); and (3) visually simulated head turns with no target element (SHT_NT). Conditions 1 and 2 involved an eye-level target which subjects were instructed to fixate, whereas condition 3 was similar to condition 2 but with no target. Identical retinal flow patterns were present in the AHT and SHT conditions whereas non-visual cues differed in that a head rotation was sensed only in AHT but not in SHT. Body motions were captured by a 12-camera Vicon system. Horizontal orientations of the head and body segments, as well as the trajectory of the body’s centre of mass were analyzed. SHT and SNT_NT yielded similar results. Heading and body segment orientations changed in the direction opposite to the head turns in SHT conditions. Heading remained unchanged across head turn directions in AHT. Results suggest that non-visual information is used in the control of heading while being exposed to changing rotational optic flows. The small magnitude of the changes in SHT conditions suggests that the CNS can re-weight relevant sources of information to minimize heading errors in the presence of sensory conflicts. Show more
Keywords: Walking, steering, optic flow, self motion, vestibular, somatosensation
DOI: 10.3233/VES-170603
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 17-25, 2017
Authors: Wright, W.G. | Tierney, R.T. | McDevitt, J.
Article Type: Research Article
Abstract: BACKGROUND: The search for reliable and valid signs and symptoms of mild traumatic brain injury (mTBI), commonly synonymous with concussion, has lead to a growing body of evidence that individuals with long-lasting, unremitting impairments often experience visual and vestibular symptoms, such as dizziness, postural and gait disturbances. OBJECTIVE: Investigate the role of visual-vestibular processing deficits following concussion. METHODS: A number of clinically accepted vestibular, oculomotor, and balance assessments as well as a novel virtual reality (VR)-based balance assessment device were used to assess adults with post-acute concussion (n = 14) in comparison to a healthy age-matched …cohort (n = 58). RESULTS: Significant between-group differences were found with the VR-based balance device (p = 0.001), with dynamic visual motion emerging as the most discriminating balance condition. The symptom reports collected after performing the oculomotor and vestibular tests: rapid alternating horizontal eye saccades, optokinetic stimulation, and gaze stabilization, were all sensitive to health status (p < 0.05 ), despite the absence of oculomotor abnormalities being observed, except for near-point convergence. The BESS, King-Devick, and Dynamic Visual Acuity tests did not detect between-group differences. CONCLUSION: Postural and visual-vestibular tasks most closely linked to spatial and self-motion perception had the greatest discriminatory outcomes. The current findings suggest that mesencephalic and parieto-occipital centers and pathways may be involved in concussion. Show more
Keywords: Key words: Concussion, near point convergence, optokinetic stimulation, virtual reality, posture
DOI: 10.3233/VES-170607
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 27-37, 2017
Authors: Kizony, R. | Zeilig, G. | Krasovsky, T. | Bondi, M. | Weiss, P.L. | Kodesh, E. | Kafri, M.
Article Type: Research Article
Abstract: BACKGROUND: Navigation skills are required for performance of functional complex tasks and may decline due to aging. Investigation of navigation skills should include measurement of cognitive-executive and motor aspects, which are part of complex tasks. OBJECTIVE: to compare young and older healthy adults in navigation within a simulated environment with and without a functional-cognitive task. METHODS: Ten young adults (25.6±4.3 years) and seven community dwelling older men (69.9±3.8 years) were tested during a single session. After training on a self-paced treadmill to navigate in a non-functional simulation, they performed the Virtual Multiple Errands Test (VMET) in a mall simulation. Outcome measures …included cognitive-executive aspects of performance and gait parameters. RESULTS: Younger adults’ performance of the VMET was more efficient (1.8±1.0) than older adults (5.3±2.7; p < 0.05) and faster (younger 478.1±141.5 s, older 867.6±393.5 s; p < 0.05). There were no differences between groups in gait parameters. Both groups walked slower in the mall simulation. CONCLUSIONS: The shopping simulation provided a paradigm to assess the interplay between motor and cognitive aspects involved in the efficient performance of a complex task. The study emphasized the role of the cognitive-executive aspect of task performance in healthy older adults. Show more
Keywords: Navigation, elderly, functional virtual environment
DOI: 10.3233/VES-170605
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 39-47, 2017
Authors: Allum, John H. J.
Article Type: Introduction
DOI: 10.3233/VES-170609
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 49-49, 2017
Authors: Perez Fornos, Angelica | Cavuscens, Samuel | Ranieri, Maurizio | van de Berg, Raymond | Stokroos, Robert | Kingma, Herman | Guyot, Jean-Philippe | Guinand, Nils
Article Type: Research Article
Abstract: The primary goal of the vestibular implant is to restore the vestibular function in patients with a disabling bilateral vestibular loss for whom there is currently no available treatment. The prototype developed by our team is a hybrid system consisting of a modified cochlear implant incorporating additional vestibular electrodes. Therefore, in addition of delivering sound information it is also capable of delivering motion information to the central nervous system using electrical stimulation. To date, thirteen patients have been implanted with such vestibular implant prototypes. For ethical reasons, only deaf ears were implanted and all patients experienced a clinical benefit from …the hearing rehabilitation. The recent demonstration of partial restoration of the vestibulo-ocular and the vestibulo-collic reflexes in implanted patients suggests that gaze stabilization and postural control, fundamental functions of the balance system, can be artificially restored using a vestibular implant. This allows us to glimpse a useful clinical application in a near future. In parallel, we show how the vestibular implant provides a unique opportunity to explore the integration of the vestibular sensory input into the multisensory, multimodal balance system in humans, since it is able to selectively stimulate the vestibular system. Show more
Keywords: Vestibular implant, bilateral vestibular loss, therapeutical medical device, multisensory, balance
DOI: 10.3233/VES-170604
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 51-61, 2017
Authors: Sienko, K.H. | Whitney, S.L. | Carender, W.J. | Wall III, C.
Article Type: Research Article
Abstract: This narrative review highlights findings from the sensory augmentation field for people with vestibular deficits and addresses the outstanding questions that are critical to the translation of this technology into clinical and/or personal use. Prior research has demonstrated that the real-time use of visual, vibrotactile, auditory, and multimodal sensory augmentation technologies can improve balance during static and dynamic stance tasks within a laboratory setting. However, its application in improving gait requires additional investigation, as does its efficacy as a rehabilitation device for people with vestibular deficits. In some locomotor studies involving sensory augmentation, gait velocity decreased and secondary task performance …worsened, and subjects negatively altered their segmental control strategies when cues were provided following short training sessions. A further question is whether the retention and/or carry-over effects of training with a sensory augmentation technology exceed the retention and/or carry-over effects of training alone, thereby supporting its use as a rehabilitation device. Preliminary results suggest that there are short-term improvements in balance performance following a small number of training sessions with a sensory augmentation device. Long-term clinical and home-based controlled training studies are needed. It is hypothesized that sensory augmentation provides people with vestibular deficits with additional sensory input to promote central compensation during a specific exercise/activity; however, research is needed to substantiate this theory. Major obstacles standing in the way of its use for these critical applications include determining exercise/activity specific feedback parameters and dosage strategies. This paper summarizes the reported findings that support sensory augmentation as a balance aid and rehabilitation device, but does not critically examine efficacy or the quality of the research methods used in the reviewed studies. Show more
Keywords: Sensory augmentation, sensory substitution, feedback, biofeedback, vibrotactile, balance, gait, vestibular
DOI: 10.3233/VES-170606
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 63-76, 2017
Authors: Allum, John H.J. | Honegger, Flurin
Article Type: Research Article
Abstract: BACKGROUND: The two different types of balance prostheses being developed, implants and vibro-tactile/auditory feedback prostheses, rely on different measures to prove efficacy (those based on vestibular ocular reflexes versus balance control, respectively). Here we provide evidence that examining muscle activity might provide a useful alternative for both. METHODS: The muscle activity of 6 bilateral vestibular loss (BVL) and 7 age-matched healthy controls (HC) was examined while standing eyes closed on a foam support surface. Pelvis and upper trunk angular movements were recorded in the roll and pitch planes. Surface EMG was recorded from the lower leg, trunk …and upper arm muscles. BVL subjects were first assessed without feedback of pelvis sway, then received training with combined vibro-tactile and auditory feedback, before being re-assessed with feedback. RESULTS: Feedback reduced the amplitudes of pelvis and shoulder sway to values of HC without feedback. Both the level of background EMG activity and the EMG area amplitudes changed when feedback was provided in a manner consistent with the reduced amplitude modulation of muscle synergies of HC. CONCLUSIONS: The results of this study indicate that changed muscle synergy amplitudes underlie improvements in sway achieved by BVL subjects. The concept of this investigation may provide a means to prove efficacy for different types of balance prostheses, including implants. Show more
Keywords: Balance prostheses, balance implants, vibro-tactile and auditory biofeedback, vestibular loss, balance control, electromyography, muscle activity
DOI: 10.3233/VES-170601
Citation: Journal of Vestibular Research, vol. 27, no. 1, pp. 77-87, 2017
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