The role of EEG and EMG combined virtual reality gaming system in facial palsy rehabilitation - A case report
Abstract
Background
The recovery rates for facial palsy are usually excellent; however, regularly patients present with problems with their fine facial movements that affect their emotional expressions.
Objective
To discover the viability and ease of using an Electroencephalogram (EEG) and Electromyography (EMG) combined Virtual Reality (VR) gaming system – the ‘Oculus Rift’ device in the evaluation and rehabilitation of facial palsy.
Design
Single case study.
Patient information
A young 23-year-old female with facial palsy.
Clinical findings
Most of the patient's facial features were re-established within the recovery time frame, except for her right forehead and eyebrow movements.
Intervention
A 10 day exercise program (Day 2–11) with an immersive virtual reality device, which randomly shoots virtually animated white balls in an unpredictable and testing pattern.
Outcome measures
EEG and EMG patterns corresponding to the facial upper quadrant were taken at baseline, post-intervention, and at follow up.
Results
EMG and EEG investigation revealed a progressive improvement in the muscle activation in response to the impulsive and unpredictable activities in the virtual environment provided through the immersive VR device.
Conclusion
The case report found a positive relationship between VR, facial upper quadrant EMG activation and EEG pattern changes following the intervention
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