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⬍LEAP⬎

LINKING EVIDENCE AND PRACTICE

Virtual Reality for Stroke Rehabilitation


Tiê P. Yamato, José E. Pompeu, Sandra M.A.A. Pompeu, Leanne Hassett

<LEAP> highlights the findings and Stroke is the second leading cause of effects of virtual reality on upper limb
application of Cochrane reviews death around the world and one of the function and activity compared with an
and other evidence pertinent to the main causes of years living with disability alternative intervention or no interven-
practice of physical therapy. The in adults.2,3 A stroke is caused by a dis- tion. The review also evaluated the
Cochrane Library is a respected ruption of the blood supply to the brain effects of virtual reality on a number of
source of reliable evidence related to because an artery to the brain is either other outcomes, including gait and bal-
health care. Cochrane systematic blocked (ischaemic stroke) or bursts ance activity, motor and cognitive func-
reviews explore the evidence for and (hemorrhagic stroke), causing damage to tion, activity limitation, and participation
against the effectiveness and appro- the brain tissue.4 After a stroke, physical restriction. This review included ran-
priateness of interventions—medica- impairments such as weakness and loss domized controlled trials and quasi-
tions, surgery, education, nutrition, of coordination are common.5,6 These randomized controlled trials and partici-
exercises—and the evidence for and impairments cause limitations in mobil- pants 18 years or older with the
against the use of diagnostic tests for ity and upper limb activities, restricting diagnosis of stroke of any type, severity,
specific conditions. Cochrane reviews the person with stroke from returning to or time poststroke. The electronic
are designed to facilitate the deci- his or her everyday activities.7,8 searches were conducted up to Novem-
sions of clinicians, patients, and oth- ber 2013.
ers in health care by providing a care- Several treatment options are available
ful review and interpretation of for patients after stroke, with varied evi- Take-Home Message
research studies published in the sci- dence to support them.9,10 Repetitive The Table summarizes the results of the
entific literature.1 Each article in this task-specific training is commonly pre- systematic review.16 In this review, 37
PTJ series will summarize a Cochrane scribed in stroke rehabilitation10 and has randomized controlled trials were
review or other scientific evidence been shown to be effective for improv- included, with a total of 1,019 partici-
resource on a single topic and will ing walking and upper limb function, pants with stroke. The study sample sizes
present clinical scenarios based on especially when higher doses are varied from 10 to 83 participants, with
real patients to illustrate how the used.10,12 However, providing a high 59% of the studies having fewer than 25
results of the review can be used to dose of therapy in rehabilitation is chal- participants. The risk of bias was unclear
directly inform clinical decisions. This lenging due to a number of factors, for most of the studies due to poor
article focuses on the effectiveness of including limitations in staffing and reporting and lack of information. Based
virtual reality for stroke rehabilita- reducing hospital length of stay. Thus, on the Grading of Recommendations
tion. Can virtual reality systems be alternative and innovative strategies for Assessment, Development and Evalua-
incorporated as part of or instead of delivering a high dose of training are tion (GRADE) approach, the quality of
usual rehabilitation programs for a needed. evidence was considered “low” (further
person after stroke? research is very likely to have an impor-
Virtual reality is an emerging treatment tant impact on our confidence in the
option, which may have the capacity to estimate of effect) or “very low” (very
provide a high dose of repetitive task- little confidence in the effect estimate)
specific training.13 Virtual reality has for all comparisons included.17 The stud-
been defined as the “use of interactive ies included both male and female par-
simulations created with computer hard- ticipants with mean ages of 46 to 75
ware and software to present users with years, any type of stroke and at any time
opportunities to engage in environments poststroke, and all levels of severity. For
that appear and feel similar to real-world studies that evaluated upper limb func-
objects and events.”14 In addition to pro- tion, participants with a range of severi-
viding a high dose of therapy, virtual real- ties (including severe impairment) were
ity interventions also appear to be well included, and for studies that evaluated
suited for stroke rehabilitation, as they walking, participants were independent
provide concurrent feedback, can be tai- walkers.
lored to match the person’s ability,15 and
can engage and motivate the person with The review included any form of low-
stroke to achieve his or her therapy immersive or immersive virtual reality
Find the <LEAP> case archive at goals.13 Laver et al16 recently performed intervention. The term “immersion”
http://ptjournal.apta.org/ a Cochrane systematic review on virtual refers to the degree to which the user
collection/leap-linking-evidence- reality for stroke rehabilitation with the senses that he or she is in the virtual
and-practice.
primary objective of determining the environment rather than the real

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<LEAP> Case #28 Virtual Reality for Stroke Rehabilitation

Table.
Results of the Cochrane Reviewa

Characteristics of the included 37 RCTs included (29 in the meta-analysis), providing data from 1,019 participants
trials
Male or female participants with stroke who were 18 years of age or older were included.
Five studies recruited participants within 3 mo of stroke, 1 study recruited participants
within 6 mo, 2 studies recruited participants within 12 mo, and 17 studies recruited
participants with more than 6 mo. The remaining studies did not report time since
stroke.

Details of the intervention and Virtual reality:


outcomes - Compared with the same amount of an alternative intervention, usually conventional
therapy (17 studies)
- Virtual reality provided as an adjunct to conventional therapy compared with
conventional therapy alone or no intervention (12 studies)

The primary outcomes were upper limb function and activity, incorporating arm and
hand function and activity.

The secondary outcomes were walking and balance activity, global motor function,
cognitive function, activity limitation, participation restriction and quality of life, voxels or
regions of interest identified via imaging, and adverse events.

For studies investigating upper limb function, there was a range of severities of arm and
hand function, and for studies investigating walkers, participants were independent
walkers.

The review included any form of immersive or nonimmersive virtual reality: 6 studies used
commercially available recreational gaming systems (eg Nintendo Wii), 9 studies used
commercially available rehabilitation systems (eg, GestureTek IREX), and 22 studies used
customized virtual reality systems.

The interventions were delivered predominantly in inpatient or outpatient settings (35


studies [95%]) and in the home setting in 2 studies.

The total dose of intervention ranged from ⬍5 hours to ⬎21 hours.

Results

Primary outcomes: Virtual reality There was low-quality evidence that virtual reality was better than conventional therapy
compared with conventional for upper limb function and activity, with a small effect size (SMD⫽0.29;
therapy (the same dose of 95% CI⫽0.09, 0.49), based on 12 studies (397 participants).
intervention) There was no significant difference of the effect of virtual reality versus conventional
therapy on hand function (grip strength [in kilograms]) (MD⫽3.55;
95% CI⫽–0.20, 7.30), based on 2 trials (44 participants).

Primary outcomes: Virtual reality Virtual reality as an adjunct to conventional therapy was better than no intervention for
compared with no intervention upper limb function, with small-to-medium effect sizes (SMD⫽0.44; 95% CI⫽0.15, 0.73),
or virtual reality provided as an based on 9 studies (190 participants).
adjunct to conventional therapy There was no significant difference of the effect of virtual reality as an adjunct to
compared with conventional conventional therapy versus no intervention on hand function (coordination)
therapy alone (a greater dose of (SMD⫽0.25; 95% CI⫽–0.27, 0.77), based on 3 trials (60 participants).
intervention)
Secondary outcomes: Virtual There was very low-quality evidence that there was no significant difference between
reality compared with virtual reality and conventional therapy for walking speed (m/s) (MD⫽0.07; 95% CI⫽
conventional therapy –0.09, 0.23), based on 3 studies (58 participants).
There was very low-quality evidence that virtual reality was better than conventional
therapy for activities of daily living, with a medium effect size (SMD⫽0.43; 95%
CI⫽0.18, 0.69), based on 8 studies (253 participants).
Minor adverse effects for the intervention (transient dizziness, headache, and pain) were
reported by 2 studies for a small number of participants.
The other secondary outcomes were not included in the meta-analysis, but no evidence
of effect was reported.

(Continued)

world.14 The included studies used com- GestureTek IREX, Silicon Valley, Califor- participant’s own home in 2 studies. The
mercially available low-immersive recre- nia), and customized immersive virtual total dose of therapy ranged from less
ational gaming systems (eg, Nintendo reality systems. The interventions were than 5 hours to more than 21 hours. Most
Wii, Foxconn, Taipei, Taiwan), commer- delivered in outpatient or inpatient set- studies compared virtual reality with the
cially available rehabilitation systems (eg, tings in the majority of studies and in the same amount of an alternative interven-

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<LEAP> Case #28 Virtual Reality for Stroke Rehabilitation

Table.
Continued

Secondary outcomes: Virtual Virtual reality as an adjunct to conventional therapy was significantly better than
reality compared with no conventional therapy alone for activities of daily living (SMD⫽0.44; 95% CI⫽0.11, 0.76),
intervention or virtual reality based on 8 studies (153 participants).
provided as an adjunct to There was very low-quality evidence that there was no significant difference between
conventional therapy compared virtual reality in addition to conventional therapy compared with no intervention for
with conventional therapy alone global motor function (SMD⫽0.14; 95% CI⫽–0.63, 0.90), based on 2 studies (27
participants).

Conclusion Virtual reality improved upper limb function and activity, activities of daily living, and
walking speed compared with conventional therapy. However, most comparisons were
based on small sample sizes and very low- to low-quality evidence, which limits the
applicability of the evidence.
a
RCT⫽randomized controlled trial, SMD⫽standardized mean difference, MD⫽mean difference, CI⫽confidence interval.

tion, usually conventional therapy. Furthermore, 2 trials (44 participants) with a medium effect size, based on 8
Twelve studies investigated virtual evaluated the effect of virtual reality ver- studies (SMD⫽0.44; 95% CI⫽0.11, 0.76;
reality as an adjunct to conventional sus conventional therapy on hand func- n⫽153). Twelve studies evaluated
therapy (the control group received con- tion (grip strength), and 3 trials (60 par- adverse events, with 2 participants
ventional therapy) or compared virtual ticipants) either investigated virtual reporting transient dizziness and head-
reality with no intervention. reality as an adjunct to conventional ther- aches in the virtual reality group in one
apy or compared virtual reality with no study and 2 participants in the virtual
The primary outcomes were upper limb intervention on hand function (coordina- reality group and 3 participants in the
function and activity, incorporating arm tion), but for both comparisons, there control group reporting pain caused by
and hand function and activity. Second- was no significant difference in grip the intervention in another study. The
ary outcomes were walking and balance strength (in kilograms) between the other secondary outcomes were not
activity, global motor function, cognitive groups (mean difference [MD]⫽3.55; included in the meta-analysis, and no evi-
function, activity limitation, participa- 95% CI⫽⫺0.20, 7.30; and SMD⫽0.25; dence of effect was reported.
tion restriction and quality of life, brain 95% CI⫽⫺0.27, 0.77, respectively).
imaging, and adverse events. Case #28: Applying
For the secondary outcomes, there is
Evidence to a Patient
For the primary outcomes, there is low- very low-quality evidence that there is no
quality evidence that virtual reality is bet- significant difference between virtual With Stroke
ter than the same amount of conven- reality and conventional therapy for Can virtual reality help this
tional therapy for upper limb function walking speed (m/s), based on 3 studies patient?
and activity, with a small effect size (stan- (MD⫽0.07; 95% CI⫽⫺0.09, 0.23; Mr Silva is a 72-year-old man who had a
dardized mean difference [SMD]⫽0.29; n⫽58). Two studies evaluated the effects stroke due to a middle cerebral artery
95% confidence interval [CI]⫽0.09, 0.49; of virtual reality versus conventional territory infarct. Prior to his stroke, he
which means an improvement of about therapy for global motor function, and was retired, lived independently with his
4.96 points out of 66; 95% CI⫽1.54, there was no significant difference, with wife in the community, and walked
8.38), based on 12 studies (397 partici- very low-quality evidence (not included unaided. He was admitted to an inpatient
pants). Subgroup analysis revealed a in the meta-analysis). Two studies also stroke rehabilitation unit 2 weeks after
greater significant benefit for trials compared virtual reality as an adjunct to his stroke, and at that time he scored
recruiting participants within 6 months conventional therapy versus conven- 25/30 on the Mini-Mental State Examina-
of their stroke (SMD⫽0.78; 95% tional therapy alone for global motor tion,18 indicating normal cognitive
CI⫽0.28, 1.29) compared with more function and did not find significant dif- function.
than 6 months after stroke (SMD⫽0.21; ferences (SMD⫽0.14; 95% CI⫽⫺0.63,
95% CI⫽0.04, 0.46; ␹2⫽3.90, df⫽1, 0.90; n⫽27). There is very low-quality On physical examination, Mr Silva had
P⫽.05). Nine trials (190 participants) evidence that virtual reality was better right-sided weakness. To measure his
either investigated virtual reality as an than the same amount of conventional upper limb function, his physical thera-
adjunct to conventional therapy or com- therapy for activities of daily living, with pist used the Fugl-Meyer Scale19 and the
pared virtual reality with no intervention a medium effect size, based on 8 studies Box and Block Test.20 On the Fugl-Meyer
for upper limb function, and there was a (SMD⫽0.43; 95% CI⫽0.18, 0.69; Scale (upper limb section), he scored
significant effect in favor of the addition n⫽253). Similarly, low-quality evidence 41/66 points, indicating moderate motor
of virtual reality to conventional therapy also showed that virtual reality provided impairment.17 On the Box and Block
(SMD⫽0.44; 95% CI⫽0.15, 0.73; which in addition to conventional therapy was Test, he moved 23 blocks in 60 seconds,
means an improvement of about 7.52 significantly better than conventional indicating moderate limitation in hand
points out of 66; 95% CI⫽2.57, 12.48). therapy alone for activities of daily living, function.21–24 The normative value (aver-

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<LEAP> Case #28 Virtual Reality for Stroke Rehabilitation

age performance) on the Box and Block was a 72-year-old man 2 weeks after The virtual reality therapy was accompa-
Test for a man aged 72 years using his stroke with moderate upper limb limita- nied with 1 to 2 hours of conventional
right hand is 68 blocks (SD⫽8).25 tions who could walk indoors with physical therapy (usual care) 5 times per
supervision, which is similar to the pop- week (prior to the virtual reality ses-
On assessment of his walking at this ulation included in the review. sions) and with other rehabilitation pro-
time, Mr Silva was able to walk short vided by the multidisciplinary team. Con-
distances indoors with standby supervi- The virtual reality intervention in the ventional physical therapy included
sion of one person and was unable to review16 was composed of different gam- exercises to address physical impair-
walk outdoors. To measure his mobility, ing systems (eg, Nintendo Wii, Ges- ments (eg, strength training to address
his physical therapist conducted the tureTek IREX), of which included studies weakness) and task-specific practice to
Short Physical Performance Battery,26 on focused on different training aspects of address activity limitations, delivered in a
which he scored 2/12. For the balance rehabilitation (eg, reaching and manipu- combination of one-on-one, semisuper-
subscale, he scored 0/4. He was able to lation, standing and walking). The phys- vised and group therapy sessions.
stand in side-by-side stance unassisted, ical therapist working with Mr Silva
but only for 8 seconds; thus, semi- opted to use the Nintendo Wii gaming A number of different outcome measures
tandem and tandem stance were not console (Nintendo Wii Seventh genera- were reported in the Cochrane review,
attempted. For the walking subscale, he tion, RVL-001, Foxconn), as this device most likely due to the diverse interven-
scored 1/4 and was able to walk 4 m in was easy to access, there were suitable tions addressing different activity limita-
21 seconds (0.19 m/s). For the sit-to- games to target upper limb and hand tions (eg, hand function versus walking).
stand subscale, he scored 1/4 and was function and overall mobility, and the For our case study (Mr Silva), the aim of
able to stand up without using his hands Cochrane review showed no significant therapy was to improve upper limb func-
5 times in 17.5 seconds. difference between commercially avail- tion and mobility. We, therefore, chose
able systems and more expensive the same (Fugl-Meyer Scale and Box and
How did the results of the custom-made systems. The intervention Block Test) or similar (Short Physical Per-
Cochrane review apply to was applied in a private room of the formance Battery) outcome measures as
Mr Silva? hospital, without any distractions. As reported in the review.16
During the initial rehabilitation assess- most studies included in the review16
ment, Mr Silva expressed motivation for provided between 11 and 20 hours of How well do the outcomes
additional exercise and an interest in therapy (range⫽⬎5 hours to ⬎21 of the treatment provided to
technology. The physical therapist, hours), the physical therapist decided to the patient match those
deliver a program of 1 hour of supervised
therefore, considered whether Mr Silva suggested in the review?
would benefit from the addition of vir- virtual reality sessions, 5 times per week
After the 3-week program of virtual real-
tual reality as an adjunct to usual therapy for 3 weeks (15 hours total). The games
ity and conventional therapy, Mr Silva
to improve his upper limb function and selected were from the Wii Sports, Wii
completed 14 sessions (93%), missing 1
mobility. She, therefore, posed the clini- Fit, and Cooking Mama software. Games
session due to feeling too fatigued, and
cal question: In a 72-year-old man who is were selected to address activity limita-
showed excellent adherence to the inter-
2 weeks poststroke, will virtual reality tions (eg, Penguin slide game from Wii
vention. He showed improvement in
(in addition to conventional therapy) Fit to improve loading the right leg for
upper limb function, with his Fugl-Meyer
improve upper limb function and mobil- standing and walking) and were modi-
Upper Extremity Scale score increasing
ity? Thus, the review by Laver et al16 was fied where necessary to better tailor the
from 41 to 46 points. This improvement
identified and provided useful informa- game to suit Mr Silva’s current abilities
aligns with the Cochrane review,16 and
tion for this patient. (eg, Tightrope game from Wii Fit
the increase was greater than the 4-point
changed to a step-touch exercise to a
change considered to reflect a clinically
block). The therapist used about 4 to 6
The review16 included studies with both important difference for individuals with
different games per session, with Mr
male and female participants with a stroke.27 Mr Silva also demonstrated
Silva playing each game between 3 to 6
range of upper limb severities (for stud- improvement in hand function, with his
times depending on the length and diffi-
ies evaluating the upper limb) and inde- posttraining Box and Block Test score
culty of the game. Before commencing
pendent walkers (for studies evaluating increasing from 23 to 26 blocks. This
the training, the physical therapist intro-
mobility), with study mean ages of 46 to improvement is in accordance with the
duced Mr Silva to the virtual reality sys-
75 years. The majority of studies Cochrane review,16 but it is lower than
tem and instructed him on how to move
recruited participants who were more the 5.5-point change considered to
his body to control the movements of the
than 6 months poststroke; however, reflect a clinically important difference
avatar within the games. The physical
some studies recruited participants ear- for individuals with stroke.23
therapist also assisted Mr Silva in holding
lier poststroke, and subgroup analysis
the controls (Wiimote and Nunchuk) and
showed greater benefit in upper limb Mr Silva also improved his mobility after
directed the correct movements of his
function for studies recruiting partici- the 3-week training, as demonstrated by
arm and hand when necessary.
pants within 6 months of stroke com- his Short Physical Performance Battery
pared with more than 6 months. Mr Silva score increasing from 2 to 8 points. For

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<LEAP> Case #28 Virtual Reality for Stroke Rehabilitation

the balance subscale scale, he scored dence. However, a more recent system- Silva, can benefit from virtual reality as
4/4, as he was now able to stand with his atic review,29 which incorporated 6 an adjunct to usual care.
feet side-by-side, semitandem, and tan- new studies30 –35 published after the
dem stance for 10 seconds each. For the Cochrane review search, was conducted Further research is needed, as virtual
walking subscale, he still scored 1/4 but and reported improvements in walking reality is still a new addition to physical
was now able to walk 4 m in 11 seconds speed, balance, and mobility when vir- therapy treatment options and the low
(0.36 m/s). For the sit-to-stand subscale, tual reality was compared with standard and very low quality of the evidence
he scored 3/4 and was able to stand up rehabilitation. The evidence, however, means there is still uncertainty in the
without using his hands 5 times in 11.3 was less clear when virtual reality was benefits. Trials including cost-effec-
seconds. The minimal detectable change used as an adjunct to standard tiveness analysis and studies evaluating
on the Short Physical Performance Bat- rehabilitation. the acceptibility and feasibility of virtual
tery is 2.9 points for elderly people,28 reality are needed to guide the imple-
although it is not clear whether it is the The virtual reality systems used in the mentation of these systems into clinical
same for patients with stroke. This studies included in the review ranged practice. The current evidence does not
mobility improvement exceeded the sys- from inexpensive commercially available support clinical services investing and
tematic review findings, which did not recreational gaming systems to more utilizing expensive virtual reality systems
show a difference between groups. This expensive, commercially available reha- or replacing current evidence-based
discrepancy may be explained by the bilitation systems to expensive custom- rehabilitation interventions. However, it
very low quality of evidence for this com- ized virtual reality systems that are not would appear reasonable and safe to
parison, which represents uncertainty readily available. Subgroup analysis in incorporate accessible virtual reality sys-
about the effect estimate and a lack of the review did not show any differences tems as part of the rehabilitation pro-
studies investigating the effects on walk- in upper limb function when comparing gram for a person after stroke, taking
ing of virtual reality early after stroke. different types of virtual reality systems. into account the person’s preferences
These analyses, however, were limited for this type of intervention.
Can you apply the results of the by the number of studies using the dif-
review to your own patient? ferent systems, suggesting that further
research is warranted to understand key T.P. Yamato, MSc, Musculoskeletal Division,
The systematic review results applied The George Institute for Global Health, The
well to Mr Silva, who exhibited limita- features important in virtual reality sys-
University of Sydney, Level 13/321 Kent St,
tions in reaching and manipulating, tems. As such, as we demonstrated in our Sydney, New South Wales 2000, Australia.
standing, and walking. The studies case study that due to the limited quality Address all correspondence to Ms Yamato at:
included in the Cochrane review by of evidence available, the use of commer- tyamato@georgeinstitute.org.au.
Laver et al16 included relatively young cially available recreational gaming sys-
tems appears to be reasonable at this J.E. Pompeu, PhD, Physical Therapy, Speech
people after stroke and often excluded and Occupational Therapy Department,
people with cognitive impairment, apha- time as an affordable way to provide vir-
School of Medicine, University of São Paulo,
sia, apraxia, and visual impairments; tual reality as part of rehabilitation. São Paulo, Brazil.
thus, the results may not generalize to
S.M.A.A. Pompeu, MSc, Discipline of Phys-
this subset of people after stroke. What can be advised based on
iotherapy, Paulista University, São Paulo,
the results of this systematic Brazil.
The studies included in the review review?
focused on different training aspects of The Cochrane systematic review16 L. Hassett, PhD, Musculoskeletal Division,
rehabilitation, including upper limb, showed low- to very low-quality evi- The George Institute for Global Health, The
activity, lower limb, and balance and University of Sydney, and Discipline of Phys-
dence that virtual reality can be benefical
iotherapy, Faculty of Health Sciences, The
walking; global motor function; and for people after stroke with activity lim- University of Sydney.
visual perceptual retraining. The stron- itations in reaching and manipulation;
gest evidence was in improving upper the benefits on standing and walking are [Yamato TP, Pompeu JE, Pompeu SMAA,
limb function, particularly in people less clear. In addition, minimal adverse Hassett L. Virtual reality for stroke rehabilita-
within 6 months of stroke. The evidence, events were reported and considered tion. Phys Ther. 2016;96:1508 –1513.]
however, is only of low quality due to minor (eg, transient dizziness). The reha- © 2016 American Physical Therapy Association
small sample sizes and unclear bias bilitation program proposed in this case
within the study designs, which means Published Ahead of Print:
study consisted of virtual reality used in
April 14, 2016
that further research is very likely to addition to usual care. Mr Silva improved Accepted: March 31, 2016
change the effect estimates and that we his upper limb function, walking, and Submitted: September 22, 2015
lack confidence in the effect estimate. balance, which may or may not have
For other aspects of rehabilitation (eg, been due to the addition of virtual reality All authors provided concept/idea/project
walking, mobility), the evidence from to his usual care and taking into account design and writing. Dr Hassett provided data
the review was less clear, with very analysis. Dr J. Pompeu provided project
the natural recovery after stroke. It is
management. Ms Yamato provided consul-
little confidence in the effect estimates possible that people after stroke, like Mr tation (including review of manuscript
provided by the very low-quality evi- before submission).

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<LEAP> Case #28 Virtual Reality for Stroke Rehabilitation

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October 2016 Volume 96 Number 10 Physical Therapy f 1513


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