ORIGINAL RESEARCH

Efficiency of image visualization simulator technology for physical rehabilitation of children with cerebral palsy through play

Gorelik VV1, Filippova SN2, Belyaev VS3, Karlova EV4
About authors

1 Togliatti State University, Togliatti, Russia

2 Russian State Social University, Klin, Russia

3 Moscow City Pedagogical University, Moscow, Russia

4 FGBUZ MRTs Sergievsky Mineral Waters of FMBA, Samara Region, Russia

Correspondence should be addressed: Viktor V. Gorelik
Belorusskaya 14, Togliatti, 445020; ur.tsil@yogcel

About paper

Author contribution: Gorelik VV — study concept and design; Filippova SN — text writing and editing, statistical analysis; Belyaev VS — manuscript editing; Karlova EV — data acquisition and processing, statistical analysis.

Received: 2019-07-19 Accepted: 2019-08-04 Published online: 2019-08-17
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The number of children born with cerebral palsy (CP) remains stably high. Novel approaches for rehabilitation of such patients are being sought. This study aimed to define the efficiency of the image visualization technologies in play activity for the physical rehabilitation of children with cerebral palsy. Sixteen boys with spastic diplegia aged 7–9 participated in the study. They were divided into treatment group (TG) and control group (CG), 8 children each. The TG patients were trained using the virtual reality based Krisaf training simulator twice a week for 40 minutes during 8 months. The child was suspended in the horizontal position and looked at the monitor through the specialised eyeglasses. Under the conditions of the marine environment immersion simulation with reduced gravity children performed motor tasks through play: searched for treasures, competed with dolphins etc. The CG patients attended the physical therapy lessons. Rehabilitation lessons using the virtual reality based Krisaf training simulator for children affected with spastic cerebral palsy led to a significant improvement of motor skills. Various motion tests showed an improvement over baseline, the average indicators increased 1.30–1.48 times. The difference between TG and CG results was statistically significant. In the CG referred to physical therapy the indicators increase was less than 10%, in the TG the increase reached 30–40%. It was concluded that the use of virtual reality based technologies promotes the optimization of neurophysiological processes in the motor analyzer cortical areas and better adaptation to motor loads.

Keywords: adaptation, cerebral palsy, game situations, virtual reality technologies, motor actions

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