Brain activity during a lower limb functional task in a real and virtual environment: A comparative study

NeuroRehabilitation. 2017;40(3):391-400. doi: 10.3233/NRE-161426.

Abstract

Background: Virtual Reality (VR) has been contributing to Neurological Rehabilitation because of its interactive and multisensory nature, providing the potential of brain reorganization. Given the use of mobile EEG devices, there is the possibility of investigating how the virtual therapeutic environment can influence brain activity.

Objective: To compare theta, alpha, beta and gamma power in healthy young adults during a lower limb motor task in a virtual and real environment.

Methods: Ten healthy adults were submitted to an EEG assessment while performing a one-minute task consisted of going up and down a step in a virtual environment - Nintendo Wii virtual game "Basic step" - and in a real environment.

Results: Real environment caused an increase in theta and alpha power, with small to large size effects mainly in the frontal region. VR caused a greater increase in beta and gamma power, however, with small or negligible effects on a variety of regions regarding beta frequency, and medium to very large effects on the frontal and the occipital regions considering gamma frequency.

Conclusions: Theta, alpha, beta and gamma activity during the execution of a motor task differs according to the environment that the individual is exposed - real or virtual - and may have varying size effects if brain area activation and frequency spectrum in each environment are taken into consideration.

Keywords: EEG; Virtual Reality exposure therapy; physiotherapy.

Publication types

  • Comparative Study

MeSH terms

  • Adult
  • Brain / physiology*
  • Brain Mapping / methods
  • Brain Waves / physiology*
  • Cross-Over Studies
  • Cross-Sectional Studies
  • Environment*
  • Female
  • Humans
  • Lower Extremity / physiology*
  • Male
  • Psychomotor Performance / physiology*
  • Virtual Reality*
  • Young Adult