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학술저널

The Effects of Training with Immersive Virtual Reality Devices on Balance, Walking and Confidence in Chronic Stroke Patients

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Objective: To explore the effects of balance training using fully immersive virtual reality (VR) devices on balance and walking abilities in patients with stroke. Design: Randomized controlled trial. Methods: This study included 54 patients with stroke divided into three groups: VRT (VR and traditional physical therapy), VR (VR only), and TPT (traditional physical therapy only). Interventions were administered twice daily for 30 min over 8 weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test (TUG), 10-m walk test (10 MWT), gait analysis, and activity-specific balance confidence scale (ABC). Results: The VRT and VR groups showed significant effects regardingspatiotemporal variables and confidence compared with the TPT group (p < 0.05). Specifically, the VR group demonstrated superior effects regarding the TUG, 10 MWT, velocity, stride length, single-leg support, and ABC compared with the other two groups (p < 0.05). Conclusions: Fully immersive VR balance training positively impacted balance, walking, and confidence in patients with chronic stroke. TPT showedlimited effectiveness, highlighting the potential of VR-based interventions for stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance the outcomes for stroke survivors.

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