Effect of Virtual Reality Rehabilitation on Balance Function in Stroke Patients with Hemiplegia
10.3969/j.issn.1006-9771.2014.05.016
- VernacularTitle:虚拟现实技术对脑卒中偏瘫患者平衡功能的疗效
- Author:
Ran SUN
;
Tong ZHANG
;
Jun ZHAO
;
Lixu LIU
- Publication Type:Journal Article
- Keywords:
stroke, hemiplegia, virtual reality, balance function, rehabilitation
- From:
Chinese Journal of Rehabilitation Theory and Practice
2014;(5):458-463
- CountryChina
- Language:Chinese
-
Abstract:
Objective To compare the effect of virtual reality (VR) based balance training and routine balance training on static and dynamic balance function in stroke patients with hemiplegia. Methods 20 stroke patients with hemiplegia were randomly divided into experimental group (n=10) and control group (n=10). Both groups received routine neurology medication and rehabilitation training. The experimental group received balance training based on 3 VR games: City Ride, The Boat and Road Encounter, while the control group received routine balance training. They were assessed with Berg Balance Scale (BBS) and Timed Up and Go Test (TUGT), and their postural stability and limits of stability were measured with STABLE system before and 4 weeks after training. Results The scores of BBS and TUGT improved in both groups after training (P<0.001), and improved more in the experimental group than in the control group (P<0.001), as well as some of the parameters of postural stability and limits of stability (P<0.05). Conclusion Balance training based on VR is more effective than routine balance training on the static and dynamic balance function of stroke patients with hemiplegia.