Effectiveness of the Combined Use of a Brain–Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review
Abstract
:1. Introduction
2. Materials and Methods
2.1. Literature Search
2.2. Selection Criteria
2.3. Data Extraction
2.4. Quality Assessment
2.5. Data Synthesis
3. Results
3.1. Summary of the Main Results
3.2. Assessment of the Risk of Bias and Methodological Quality of the Studies Included in the Review
4. Discussion
Limitations
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Country of Study | Participants (n) | Age (Years) Mean ± SD. (Ranged) | Sex M/F | AIS Grade | Level of Injury (Number of Participants with Each Level) | Time after Onset Injury (Months) |
---|---|---|---|---|---|---|
Abdollahi et al., 2017 [35] (Chicago) USA | n = 8 | (29–58) | 5M/3F | 6A/2B | Complete cervical: C4 (2), C5 (2), C5-C6 (1), C6 (3) | 150 |
Bayon-Calatayud et al., 2017 [36] (Toledo) Spain | n = 1 | 55 | 1M | D | C5 | 4 |
Casadio et al., 2011 [37] (Chicago) USA | n = 14 IG: 6 CG: 8 | IG: 40.17 ± 3.53 (28–56) CG: (21–35) | IG: 6M CG: 7M/1F | IG: A (3) C (3) CG: ND | Complete cervical: C4 (1), C5 (1), C6 (1) Incomplete cervical: C3–C4 (1), C4 (2) | 50.83 |
King et al., 2013 [38] (California) USA | n = 5 | 40.6 ± 18.4 (21–59) | 5M | A-B | Complete cervical: C5 (1) Complete thoracic: T1 (2), T11 (2). | 3.62 ± 2.12 |
Leeb et al., 2007 [39] (Graz) Austria | n = 1 | 33 | 1M | ND | Complete cervical: C5 | 108 |
Mason et al., 2004 [40] Canada | n = 8 IG: 4 CG: 4 | IG: (33–56) CG: (31–56) | IG: 4M CG:3M/1F | ND | C4–C5 (3) C5–C6 (1) | 147 |
Nicolelis et al., 2022 [41] (São Paulo) Brazil | n = 8 IG: 4 CG: 4 | >18 | IG: 4M CG:4M | A | Thoracic | 21 |
Pais-Vieira et al., 2022 [42] (Oliveira) Portugal | n = 1 | 52 | M | A | Thoracic: T4 | 240 |
Salisbury et al., 2016 [43] (Dallas) USA | n = 25 | 45 ± 13.0 (18–64) | 19M/6F | A (4), B (7), C (7), D (5), ND (2) | Cervical: (12) Thoracic: (11) Lumbar: (1) ND: (1) | 1.66 |
Tidoni et al., 2016 [11] (Rome) Italy | n = 13 IG: 3 CG: 10 | IG: 28 ± 5.19 (22–31) CG: 29.33 ± 2.87 (24–32) | IG: 3M CG: 4F/6M | A–B–D | Complete cervical: C4 (1), C4-C5 (1) Incomplete cervical: C6 (1) | 88.67 |
Wang et al., 2012 [44] (California) USA | n = 9 IG: 1 CG: 8 | IG: 27 GC: (21–57) | IG:1F CG: 6M/3F | B | Thoracic: T8 | 132 |
Study SCIRE-PEDro Scores | Group Interventions | Intensity | Session Duration | Intervention Duration | Outcome | Measurement Instrument | Results |
---|---|---|---|---|---|---|---|
Abdollahi et al., 2017 [35] Pre-post test Level 4 | Patients with SCI wore a garment with sensors on their shoulders to perform three actions in each session: reaching, writing, and playing. | 2×/ week | 1 h | 12 weeks | Movements and time to perform them, movement error, ball striking, writing, standardized pull, reaching routes. | AIS, Cursor/motion sensor, stopwatch, BoMI controller. | Motion accuracy: 1st session 7.12 to last 2.85 s. (p < 0.001). Straighter reaching paths from 0.71 to 0.24 (p < 0.001). Pong hit rate from 5.26 to 19.59 min−1 (p < 0.001). Typing rate from 8.56 to 14.67 characters/min (p < 0.006). Movement error from 6.09 to 1.75 cm (p < 0.001). Movement jerks (smoothness) from 8.81 to 0.89 (p < 0.001) |
Bayon-Calatayud et al., 2017 [36] Case study Pre-post test Level 5 | Training with BCI-FES-VR system + 1 h of OT for the arm involved in the study. | 5×/10 days | 60 min | ND | Grip, strength, arm sensation, effort. | AIS, Borg scale, usability questionnaire, SCIM scale, EEG. | Grasp improved from 20 to 24 points in the affected arm and remained the same in the control arm. Arm strength and sensation did not change. SCIM scale improved from 28 to 42. Borg effort scale was 6. |
Casadio et al., 2011 [37] Pre-Post test Level 4 | 4 cameras monitored the UL movements of people with SCI sitting in front of a monitor where they are asked to carry out specific movements. | 2/3×/week | ND | GC: 9 sessions GI: 6–9 sessions | Reach, linear speed, rotational speed, force, ROM. | MMT, AIS, standard scale. | The MMT score improved significantly for all subjects (F (1,5) = 10; p = 0.02). The total isometric force exerted by the shoulder also improved for 5 of the 6 subjects with SCI. |
King et al., 2013 [38] Pre-post Level 4 | Participants used VR connected to a BMI to control their avatar to generate periods of walking and periods of idling. | 1×/week | 20 min | 5 weeks | KMI (kinesthetic motor imagery) walking and inactive KMI, total time to complete course, number of successful stops. | AIS, EEG, FFT (Fast Fourier Transformation). | Online performance improved from 77.8 ± 13% to 85.7 ± 10.2%. Classification accuracy of idling and walking was estimated offline and ranged from 60.5% (p = 0.0176) to 92.3% (p = 1.36 × 10−20) across participants and days. |
Leeb et al., 2007 [39] Case study Pre-post test Level 5 | Immersive VR in which the patient practiced simulated driving moving the wheelchair along a street and stopping in front of avatars that engage in conversation if you get close enough to them. | ND | 7 min | 4 months | Motor Imaging (MI) of left and right hand and foot, time of each run, distance traveled, distance to the avatar, correct stops on avatars. | AIS, EEG (with a single threshold for MI and a resting threshold) | The subject was able to stop in 90% of the VR avatars of all his runs. In 4 runs, 100% performance was shown. Subject avatar distance: 1.81 m. Communication range 0.5 m to 2.5 m. It took 6.66 s. to move again after contact with an avatar. |
Mason et al., 2004 [40] Controlled clinical trial Pre-post Level 4 | Participants via VR played a video game in which they used a switch connected to the brain via EEG to turn the avatar to the left when the switch was turned on. | 3×/week | 60 min | 2 weeks | Number of expected attempts with activation of a switch, number of attempts without activation of switch (TP, PT, NTP, NFP). | EEG (Electro-Cap), EOG (Electrooculography). | All 8 participants (4 with SCI) were able to control the switch. Switch activation rates ranged from 30 to 78%. FP between 0.5 and 2.2%. Changes were not significant. |
Nicolelis et al., 2022 [41] Randomized controlled clinical trial Pre-post Level 1 | Participants are neurologically matched using noninvasive BCI assisted locomotion, VR and tactile feedback. | 2×/week | 45 min | 13/14 weeks | Proprioception, vibration perception, spinal cord status, sitting and standing avatar gait performance. | AIS, EEG (16 channels), BMI, Open Vibe, MRI, T-test, Pinprick, one-way ANOVA. | A higher delta score was observed for the L + B group compared to the LOC group for the Pinprick test. 3 of the 4 L + B participants, at the end of the protocol were classified as AIS C. One participant in the LOC group went from AIS A to AIS C. Accuracy was on average 72% higher p < 0.054 Improvements in P4, P6 and P7 performance. |
Pais-Vieira et al., 2022 [42] Case Study Pre-post Level 5 | Patient connected to a BCI enters a VR equipped with glasses, tactile and thermal feedback sleeves, headphones, and controls where the patient must relate shapes with colors to the thought of walking or not walking. Choosing the scenario where the patient wants to be during the VR. | 2×/week | 70–90 min | 5 weeks | Comfort with thermal-tactile sleeves, pain, sensations at home, sensitivity, perception of body qualities, volitional control of movements, tactile perceptions. | AIS, Headset with headphones, two hand controllers, two thermal-tactile sleeves and tactile stimulation patterns for the arm, EEG (16 channels), Open Vibe, Faces pain scale, verbal pain intensity scale, VAS pain scale, SSQ. | Session performance started at 80% and peaked at 100% in session #6. The average VAS pain scale was 6.29, the faces pain scale was 5.21, and verbal pain was scored as moderate 6/7. Performance of sessions without cuff p = 0.2857. Differences between sessions with and without thermal-tactile sleeve in terms of pain Faces pain scale p = 0.3379 and VAS scale p = 0.1632. |
Salisbury et al., 2016 [43] Pre-post Level 4 | The basic game consists of the participants being able to move cubes by means of the BCI while entering a state of neutral condition. | ND | ND | ND | Cognitive functioning, intelligence, mood, mood, physical state, pain, disability, perceived pain, ability to avoid and focus on activity, EEG. | AIS, Wechsler Scale, oral traces test, Wechsler Reading, PHQ-9, McGill questionnaire, Tellegen Absorption Scale, EEG. | The participants successfully completed the game and showed enjoyment of the experience, on a scale of 1 to 100. The average enjoyment was 79.2. The study showed feasibility, although there were failures in the technology used. Number of successful trials in McGill questionnaire (p < 0.001). Mean power level achieved in all tests with the McGill questionnaire (p = 0.009). |
Tidoni et al., 2016 [11] Post- test Level 4 | CG and IG: immersive VR of mathematical game with board and proprioceptive stimulator on the biceps brachii tendon with video feedback recorded by robot. | 12×/ND | 6 min | ND | Results of user experience questionnaire, optimization calls and data transfer rate. | AIS UE OC ITR EEG. | Patient 1: lower task accuracy than CG and higher OC and lower RTI (p < 0.022). Patient 2: only VR. UE, OC and ITR did not differ from CG. Patient 3: did not differ from CG in the robot scenario, although UE and ITR scored lower in VR. |
Wang et al., 2012 [44] Post-test Level 4 | Participants entered a VR environment featuring a flat grassland where there were 10 NPCs in a straight line. Subjects used KMI to move forward and idle to stop next to each NPC (third person view). | ND | 10 min | ND | Completion time, successful stops. | AIS, EEG (63 channels), EMG. | Average off-line training performance among the subjects was 77.2 ± 11.0%, with a range of 64.3% to 94.5%. subjects were 77.2 ± 11.0%, with a range of 64.3% to 94.5%. Average online performance was 85% successful stops and 303 s. completion time (ideal is 211 s). All subjects achieved performances that were significantly different from random walking (p < 0.05) in 44 of the 45 online sessions. |
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De Miguel-Rubio, A.; Gallego-Aguayo, I.; De Miguel-Rubio, M.D.; Arias-Avila, M.; Lucena-Anton, D.; Alba-Rueda, A. Effectiveness of the Combined Use of a Brain–Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review. Healthcare 2023, 11, 3189. https://doi.org/10.3390/healthcare11243189
De Miguel-Rubio A, Gallego-Aguayo I, De Miguel-Rubio MD, Arias-Avila M, Lucena-Anton D, Alba-Rueda A. Effectiveness of the Combined Use of a Brain–Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review. Healthcare. 2023; 11(24):3189. https://doi.org/10.3390/healthcare11243189
Chicago/Turabian StyleDe Miguel-Rubio, Amaranta, Ignacio Gallego-Aguayo, Maria Dolores De Miguel-Rubio, Mariana Arias-Avila, David Lucena-Anton, and Alvaro Alba-Rueda. 2023. "Effectiveness of the Combined Use of a Brain–Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review" Healthcare 11, no. 24: 3189. https://doi.org/10.3390/healthcare11243189
APA StyleDe Miguel-Rubio, A., Gallego-Aguayo, I., De Miguel-Rubio, M. D., Arias-Avila, M., Lucena-Anton, D., & Alba-Rueda, A. (2023). Effectiveness of the Combined Use of a Brain–Machine Interface System and Virtual Reality as a Therapeutic Approach in Patients with Spinal Cord Injury: A Systematic Review. Healthcare, 11(24), 3189. https://doi.org/10.3390/healthcare11243189