
Contributions
Abstract: P795
Type: Poster
Abstract Category: RIMS - Exercise
Background: Commercial consoles like Nintendo Wii, originally developed for recreational purposes, are used as balance rehabilitation tool for people with Multiple Sclerosis (pwMS). However, the commercially available games are scarcely adaptable to each patient"s conditions and needs and they mainly stimulate the postural control system in Medio-Lateral (ML) direction with respect to Anterior-Posterior (AP).
Aim: We developed new customizable routines that, using the Balance Board (BB) as input device, allow visualizing the user"s center of pressure (COP) and require to follow a specific trajectory (elliptical, eight shaped etc.) or to hit a target. The study aims to demonstrate that such games has a score system able to reflects the balance impairment and that the score is correlated with the balance abilites assessed by means of a static stabilometry.
Methods: Sixty-five pwMS (EDSS range 1-6.5) followed at Regional Center for Multiple Sclerosis were enrolled for the study. They underwent a static posturography and then were asked to perform 3 repetitions of the new exercises for 60 seconds. Their performance was assessed on the basis of their ability to follow, with their own COP, the displayed trajectory at a predetermined velocity or hit a target as quickly as possible. One-way ANOVA was used to assess score differences between pwMS and a control group of healthy people. Pearson correlation coefficient was calculated to analyze correlation between stabilometric data and scores.
Results: Scores were found significantly lower in pwMS for all games (p< 0.01) thus indicating that the games are sensitive to balance impairments. Score was also found significantly correlated with ML displacement (for all games r=-0.319 p=0.009, r=-0.361 p=0.003, r=-403 p< 0.001), AP displacement (for eight and target game r=-0.259 p=0.04, r=-0.362 p=0.003), COP path length (for two trajectory games r=-0.438 p< 0.001, r=-0.475 p< 0.001) sway area (for all games r=-0.296 p=0.015, r=-0.345 p=0.005, r=-0.405 p< 0.001), ML velocity (for two trajectory games r=-0.288 p=0.019, r=-0.384 p=0.002), AP velocity (for two trajectory games r=-0.482 p< 0.001, r=-0.479 p< 0.001).
Conclusions: The proposed approach allows full personalization of the balance training and avoids problems associated with the scarce flexibility of the commercial software. The score system reflects impairments and improvements of the patients. Supported by FISM - Fondazione Italiana Sclerosi Multipla - Cod. 2014/R/13.
Disclosure:
Silvia Caggiari: nothing to disclose
Bruno Leban: nothing to disclose
Federica Corona: nothing to disclose
Giancarlo Coghe: nothing to disclose
Maria Giovanna Marrosu: nothing to disclose
Eleonora Cocco: nothing to disclose
Massimiliano Pau: nothing to disclose
Abstract: P795
Type: Poster
Abstract Category: RIMS - Exercise
Background: Commercial consoles like Nintendo Wii, originally developed for recreational purposes, are used as balance rehabilitation tool for people with Multiple Sclerosis (pwMS). However, the commercially available games are scarcely adaptable to each patient"s conditions and needs and they mainly stimulate the postural control system in Medio-Lateral (ML) direction with respect to Anterior-Posterior (AP).
Aim: We developed new customizable routines that, using the Balance Board (BB) as input device, allow visualizing the user"s center of pressure (COP) and require to follow a specific trajectory (elliptical, eight shaped etc.) or to hit a target. The study aims to demonstrate that such games has a score system able to reflects the balance impairment and that the score is correlated with the balance abilites assessed by means of a static stabilometry.
Methods: Sixty-five pwMS (EDSS range 1-6.5) followed at Regional Center for Multiple Sclerosis were enrolled for the study. They underwent a static posturography and then were asked to perform 3 repetitions of the new exercises for 60 seconds. Their performance was assessed on the basis of their ability to follow, with their own COP, the displayed trajectory at a predetermined velocity or hit a target as quickly as possible. One-way ANOVA was used to assess score differences between pwMS and a control group of healthy people. Pearson correlation coefficient was calculated to analyze correlation between stabilometric data and scores.
Results: Scores were found significantly lower in pwMS for all games (p< 0.01) thus indicating that the games are sensitive to balance impairments. Score was also found significantly correlated with ML displacement (for all games r=-0.319 p=0.009, r=-0.361 p=0.003, r=-403 p< 0.001), AP displacement (for eight and target game r=-0.259 p=0.04, r=-0.362 p=0.003), COP path length (for two trajectory games r=-0.438 p< 0.001, r=-0.475 p< 0.001) sway area (for all games r=-0.296 p=0.015, r=-0.345 p=0.005, r=-0.405 p< 0.001), ML velocity (for two trajectory games r=-0.288 p=0.019, r=-0.384 p=0.002), AP velocity (for two trajectory games r=-0.482 p< 0.001, r=-0.479 p< 0.001).
Conclusions: The proposed approach allows full personalization of the balance training and avoids problems associated with the scarce flexibility of the commercial software. The score system reflects impairments and improvements of the patients. Supported by FISM - Fondazione Italiana Sclerosi Multipla - Cod. 2014/R/13.
Disclosure:
Silvia Caggiari: nothing to disclose
Bruno Leban: nothing to disclose
Federica Corona: nothing to disclose
Giancarlo Coghe: nothing to disclose
Maria Giovanna Marrosu: nothing to disclose
Eleonora Cocco: nothing to disclose
Massimiliano Pau: nothing to disclose