Publications by authors named "Anat V Lubetzky"

We examined the impact of auditory stimuli and their methods on a dynamic balance task performance. Twenty-four young adults wore an HTC Vive headset and dodged a virtual ball to the right or left based on its color (blue to the left, red to the right, and vice versa). We manipulated the environment by introducing congruent (auditory stimuli from the correct direction) or incongruent (auditory stimuli played randomly from either side) and comparing a multimodal (visual and congruent auditory stimuli) to unimodal (visual or auditory stimuli) presentation.

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Objective: To evaluate whether functional, clinical, and self-reported tests reflect lumbar spinal stenosis patients' decisions to undergo or defer surgery.

Methods: Among 108 participants, 77 chose surgery (SG), and 31 opted to wait and see (WaSG) whether they got better spontaneously. Both groups were assessed at baseline (t0) and 3 months (t1), with additional self-reported measures at 6 (t2) and 12 months (t3).

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Purpose: To investigate how adults with unilateral vestibular hypofunction and healthy controls incorporate visual and auditory cues for postural control in an abstract visual environment.

Methods: Participants stood on foam wearing the HTC Vive, observing an immersive 3-wall display of 'stars' that were either static or dynamic (moving front to back at 32 mm, 0.2 Hz) with no sound, static white noise, or moving white noise played via headphones.

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Objectives: Recent studies suggest that hearing loss is associated with balance dysfunction and an increased risk of falls. The purpose of this study was to investigate whether adults with unilateral hearing loss (UHL) have an underlying vestibular dysfunction and whether vestibular testing explains balance function and fall risk.

Study Design: Cross-sectional.

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Objectives: To investigate fall risk among older adults with bilateral sensorineural hearing loss (BHL) by comparing single task (ST) and dual task (DT) performance on the instrumented "Timed Up & Go" test (iTUG). The TUG is a well-validated clinical tool for fall risk; addition of wireless sensors increases the test's sensitivity and allows for subcomponent analysis.

Methods: Adults with audiometrically confirmed normal hearing or BHL were prospectively recruited and screened for visual, musculoskeletal, neurologic, or vestibular pathology and Dizziness Handicap Inventory (DHI) < 10.

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Background: Standing is a basic human function that healthy adults take for granted, yet it is a complex perceptual-motor process that requires sensation of position and motion from the sensory systems.

Objective: We assessed agreement between center of pressure data from a laboratory force-platform and head position data from an HTC Vive head-mounted display (HMD) for the evaluation of standing postural control. We investigated the impact of different statistical choices when assessing the relationship between two measurements.

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It is unclear whether the brain handles auditory cues similarly to visual cues for balance. We investigated the influence of headphones and loudspeaker reproduction of sounds on dynamic balance performance when an individual is facing a cognitive challenge. Twenty participants (16 females, aged 19-36) were asked to avoid a ball according to a specific visual rule.

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Background: Meniere's disease (MD) is defined by episodic vertigo, unilateral sensorineural hearing loss and fluctuating aural symptoms. Due to the variable clinical presentation, objective tests of MD may have significant diagnostic utility. Head kinematics derived from a head-mounted display (HMD) have demonstrated to be sensitive to vestibular dysfunction.

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Elite dance requires highly controlled balance performance in dynamic visual and auditory environments characterized by the use of stage lighting and music. Perturbing visual input is known to influence balance in dancers, but the effects of sounds have not been clearly established. Ankle inversion injuries are common in dancers and may also play a role in dancers' ability to respond to sensory perturbations.

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Background: We created a clinical virtual reality application for vestibular rehabilitation. Our app targets contextual sensory integration (C.S.

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Objectives: Hearing loss (HL) is associated with imbalance and increased fall risk. The mechanism underlying this relationship and differences across types of hearing loss remains unclear. Head mounted displays (HMD) can shed light on postural control mechanisms via an analysis of head sway.

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Objective: The purpose of this study was to determine the extent to which sensory integration strategies via head sway, derived from a Head-Mounted Display (HMD), change in people with vestibular disorders following vestibular rehabilitation.

Design: Randomized Controlled TrialSetting:Vestibular Rehabilitation ClinicParticipants:Thirty participants with vestibular dysfunction and 21 age-matched controls.

Main Outcome Measures: Participants experienced two levels of visual surround (static or moving 'stars', front to back at 0.

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Adolescents frequently experience high levels of anxiety and stress, which can impede quality of life and academic performance. Boxing as a form of exercise has been shown to have mental health benefits in adults. This study investigated the impact of boxing exercise with a virtual reality (VR) game vs.

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Remote health monitoring has become increasingly important, especially in aging populations. We aimed to identify tasks that are sensitive to age-related changes in balance during fully remote, at-home balance assessment. Participants were 12 healthy young adults (mean age = 26.

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This pilot study aimed to identify postural strategies in response to sensory perturbations (visual, auditory, somatosensory) in adults with and without sensory loss. We tested people with unilateral peripheral vestibular hypofunction (N = 12, mean age 62 range 23-78), or with Unilateral Sensorineural Hearing Loss (USNHL, N = 9, 48, 22-82), or healthy controls (N = 21, 52, 28-80). Postural sway and head kinematics parameters (Directional Path in the anterior-posterior and medio-lateral directions (sway & head); pitch, yaw and roll (head) were analyzed in response to 2 levels of auditory (none, rhythmic sounds via headphones), visual (static, dynamic) and somatosensory cues (floor, foam) within a simulated, virtual 3-wall display of stars.

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How postural responses change with sensory perturbations while also performing a cognitive task is still debatable. This study investigated this question via comprehensive assessment of postural sway, head kinematics and their coupling. Twenty-three healthy young adults stood in tandem with eyes open or wearing the HTC Vive Head-Mounted Display (HMD) with a static or dynamic (i.

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Virtual reality allows for testing of multisensory integration for balance using portable Head Mounted Displays (HMDs). HMDs provide head kinematics data while showing a moving scene when participants are not. Are HMDs useful to investigate postural control? We used an HMD to investigate postural sway and head kinematics changes in response to auditory and visual perturbations and whether this response varies by context.

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Background: Persistent postural-perceptual dizziness (PPPD) is a condition characterized by chronic subjective dizziness and exacerbated by visual stimuli or upright movement. Typical balance tests do not replicate the environments known to increase symptoms in people with PPPD-crowded places with moving objects. Using a virtual reality system, we quantified dynamic balance in people with PPPD and healthy controls in diverse visual conditions.

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Background: People with PPPD report imbalance, increase in symptoms and impaired function within complex visual environments, but understanding of the mechanism for these behaviors is still lacking.

Objective: To investigate postural control in PPPD we compared changes in center of pressure (COP) and head kinematics of people with PPPD (N = 22) and healthy controls (N = 20) in response to different combinations of visual and cognitive perturbations during a challenging balance task.

Methods: Participants stood in a tandem position.

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This article is inspired by a pseudo Oxford-style debate, which was held in Tel Aviv University, Israel at the International Conference on Virtual Rehabilitation (ICVR) 2019, which is the official conference of the International Society for Virtual Rehabilitation. The debate, between two 2-person teams with a moderator, was organized by the ICVR Program committee to address the question "Will virtual rehabilitation replace clinicians?" It brought together five academics with technical, research, and/or clinical backgrounds-Gerry Fluet, Tal Krasovsky, Anat Lubetzky, Philippe Archambault, W. Geoffrey Wright-to debate the pros and cons of using virtual reality (VR) and related technologies to help assess, diagnose, treat, and track recovery, and more specifically investigate the likelihood that advanced technology will ultimately replace human clinicians.

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Purpose: Virtual reality (VR) interventions can simulate real-world sensory environments. The purpose of this study was to test the feasibility of a novel VR application (app) developed for a Head Mounted Display (HMD) to target dizziness, imbalance and sensory integration in a functional context for patients with vestibular disorders. Here we describe the design of the app as well as self-reported and functional outcomes in vestibular patients before and after participating in vestibular rehabilitation using the app.

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Importance: An increase in the number of mechanistic studies targeting the association between sound and balance has been observed in recent years, but their results appear equivocal.

Observations: A search of PubMed and the Cochrane Database of Systematic Reviews for English-language studies on auditory input and postural control published from database inception through October 31, 2019, yielded 28 articles for review. These articles included 18 (64%) studies of healthy adults, 1 (4%) of participants with Alzheimer disease, 2 (7%) of participants with congenital blindness, 3 (11%) of participants with vestibular loss, and 4 (14%) of participants with diverse levels of hearing loss.

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We translated a well-established laboratory paradigm to study sensory integration into a Head-Mounted-Display (HMD). In the current study, a group of 23 individuals with unilateral vestibular dysfunction and 16 age-matched controls observed moving spheres projected from the Oculus Rift. We confirmed increased visual weighting with an unstable surface and decreased visual weighting (i.

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Introduction: Balance and fall risk before and after lumbar surgery was assessed to determine whether balance at baseline predicts long-term postsurgical outcomes.

Methods: Forty-three patients in the United States and Israel performed the single-leg stance (SLS) test, four square step test (FSST), and 8-foot up-and-go (8FUG) test before and 2 to 4 months after lumbar spine surgery. They completed the Oswestry Disability Index (ODI) and pain rating before and 12 months after lumbar surgery.

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