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1.
Cochrane Database Syst Rev ; 8: CD011887, 2022 08 05.
Artigo em Inglês | MEDLINE | ID: mdl-35930301

RESUMO

BACKGROUND: Action observation (AO) is a physical rehabilitation approach that facilitates the occurrence of neural plasticity through the activation of the mirror-neural system, promoting motor recovery in people with stroke. OBJECTIVES: To assess whether AO enhances upper limb motor function in people with stroke. SEARCH METHODS: We searched the Cochrane Stroke Group Trials Register (last searched 18 May 2021), the Cochrane Central Register of Controlled Trials (18 May 2021), MEDLINE (1946 to 18 May 2021), Embase (1974 to 18 May 2021), and five additional databases. We also searched trial registries and reference lists. SELECTION CRITERIA: Randomized controlled trials (RCTs) of AO alone or associated with physical practice in adults after stroke. The primary outcome was upper limb (arm and hand) motor function. Secondary outcomes included dependence on activities of daily living (ADL), motor performance, cortical activation, quality of life, and adverse effects. DATA COLLECTION AND ANALYSIS: Two review authors independently selected trials according to the predefined inclusion criteria, extracted data, assessed risk of bias using RoB 1, and applied the GRADE approach to assess the certainty of the evidence. The reviews authors contacted trial authors for clarification and missing information. MAIN RESULTS: We included 16 trials involving 574 individuals. Most trials provided AO followed by the practice of motor actions. Training varied between 1 day and 8 weeks of therapy, 10 to 90 minutes per session. The time of AO ranged from 1 minute to 10 minutes for each motor action, task or movement observed. The total number of motor actions ranged from 1 to 3. Control comparisons included sham observation, physical therapy, and functional activity practice. PRIMARY OUTCOMES: AO improved arm function (standardized mean difference (SMD) 0.39, 95% confidence interval (CI) 0.17 to 0.61; 11 trials, 373 participants; low-certainty evidence); and improved hand function (mean difference (MD) 2.76, 95% CI 1.04 to 4.49; 5 trials, 178 participants; low-certainty evidence). SECONDARY OUTCOMES: AO did not improve ADL performance (SMD 0.37, 95% CI -0.34 to 1.08; 7 trials, 302 participants; very low-certainty evidence), or quality of life (MD 5.52, 95% CI -30.74 to 41.78; 2 trials, 30 participants; very low-certainty evidence). We were unable to pool the other secondary outcomes (motor performance and cortical activation). Only two trials reported adverse events without significant adverse effects. AUTHORS' CONCLUSIONS: The effects of AO are small for arm function compared to any control group; for hand function the effects are large, but not clinically significant. For both, the certainty of evidence is low. There is no evidence of benefit or detriment from AO on ADL and quality of life of people with stroke; however, the certainty of evidence is very low. As such, our confidence in the effect estimate is limited because it will likely change with future research.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Atividades Cotidianas , Adulto , Humanos , Modalidades de Fisioterapia , Ensaios Clínicos Controlados Aleatórios como Assunto , Acidente Vascular Cerebral/complicações , Extremidade Superior
2.
Neurol Res ; 40(3): 160-165, 2018 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-29291703

RESUMO

The aim of the study was to describe the technique of an electroencephalographic (EEG) assessment using the Emotiv EPOC® during the performance of a virtual reality motor task and compare theta, alpha, beta and gamma power frequencies between left and right hemispheres. This is technical note in which 9 healthy young subjects were submitted to an evaluation with Emotiv EPOC® during the Nintendo® Wii 'Basic Step' virtual game using the Wii Balance Board (WBB) on a support 13 centimeters high. The Wilcoxon statistical test was applied and pairing between the cerebral hemispheres was performed. Participants had a mean age of 22.55 ± 2.78 years, 77.8% were right-handed, and 22.8% had no experience with the selected virtual game. According to dominancy (right handed n = 7; and left handed n = 2), it was observed that the right-handed individuals showed significantly greater difference in the right hemisphere in the EEG in front region (gamma power in channels AF4, p = 0.028 and F4, p = 0.043) and parietal region (theta and beta power in P8 channel, p = 0.043), while alpha power showed a greater activity in the left hemisphere (P7 channel, p = 0.043). Considering the inter-hemispheric analysis, it was observed that the right hemisphere presented a higher activation potential in the frontal lobe for gamma waves (p = 0.038 for AF3-AF4 channels), and in the temporal lobe for beta and alpha waves (p = 0.021). This study showed that the virtual environment can provide distinct cortical activation patterns considering an inter-hemispheric analysis, highlighting greater activation potential in the right hemisphere.


Assuntos
Ondas Encefálicas/fisiologia , Encéfalo/fisiologia , Eletroencefalografia , Realidade Virtual , Feminino , Humanos , Masculino , Análise Espectral , Adulto Jovem
3.
Motriz rev. educ. fís. (Impr.) ; 21(3): 237-243, July-Sept. 2015. tab
Artigo em Inglês | LILACS | ID: lil-761650

RESUMO

This study aimed to investigate the effect of a rehabilitation program using virtual reality (VR) in addition to conventional therapy for improvement of balance (BERG scale) and functional independence (FIM scale) in chronic stroke patients. Ten individuals, mean age of 51.4 (± 6.7 years), participated of eight 60-minute sessions comprising kinesiotherapy (15min), Nintendo Wii (30min) and Learning transfer (15min) exercises. After training, nonparametric statistical analysis showed significant improvement in total FIM (p= .01) and BERG scores (p= .00), and in some of their subitems: FIM - dressing lower body (p= .01), transfer to bathtub/shower (p= .02) and locomotion: stairs (p= .03); BERG - reaching forward with outstretched arm (p= .01), retrieving object from the floor (p= .04), turning 360º (p= .01), placing alternate foot on step (p≤ .01), standing with one foot in front (p= .01), and one leg stand (p= .03). These findings suggest a positive influence of virtual reality exercises adjunct to conventional therapy on rehabilitation of balance and functionality post stroke, and indicate the feasibility of the proposed VR-based rehabilitation program.


Este estudo objetivou investigar o efeito de um programa de reabilitação utilizando adição de Realidade Virtual (RV) à terapia convencional para melhora do equilíbrio (Escala de BERG) e independência funcional (escala MIF) de pacientes com AVC crônico. Dez indivíduos, idade média de 51,4 (± 6,7 anos), participaram de oito sessões de 60 minutos incluindo exercícios de cinesioterapia (15min), Nintendo Wii (30min) e transferência de aprendizagem (15min). Após o treinamento, análise estatística não paramétrica mostrou evolução significativa nos scores totais das escalas MIF (p= 0,01) e BERG (p= 0,00), e em alguns de seus subitens: MIF - vestir membros inferiores (p= 0,01), transferência para o chuveiro (p= 0,02) e locomoção: escadas (p= 0,03); BERG - alcance de braço (p= 0,01), coletar objeto no chão (p= 0,04), girar 360º (p= 0,01), pé degrau alternado (p ≤ 0,01), pé à frente (p= 0,01), e apoio unipodal (p= 0,03). Estes achados sugerem uma influência positiva de exercícios com realidade virtual adjuntos à terapia convencional na reabilitação do equilíbrio e funcionalidade pós AVC, e indicam a viabilidade do programa de reabilitação baseado em RV conforme proposto.


El objetivo de este estudio fue investigar el efecto de un programa de rehabilitación combinado de Realidad Virtual (RV) con terapia convencional en pacientes con accidente cerebrovascular crónico para la mejora del equilibrio (escala de BERG) y la independencia funcional (escala MIF). 10 sujetos, con una edad media de 51,4 (± 6,7 años), participaron en ocho sesiones rehabilitación de 60 minutos. Las sesiones incluyeron ejercicios de kinesioterapia (15min), Nintendo Wii (30min) y transferencia del aprendizaje (15min). Tras el entrenamiento, el análisis estadístico con test no paramétricos confirma una evolución significativa en las puntuaciones totales en las escalas MIF (p= 0,01) y BERG (p= 0,00) y en alguno apartados de las escalas: MIF - vestido de los miembros inferiores (p= 0,01), uso de la ducha (p= 0,02) y locomoción: escaleras (p= 0,03); BERG - alcance del brazo (p= 0,01), recuperar un objeto del suelo (p= 0,04), girar 360º (p= 0,01), pies en escalones alternos (p≤ 0,01), pie al frente (p= 0,01) y apoyo unipodal (p= 0,03). Estos resultados sugieren una influencia positiva de la VR como complemento a la terapia convencional en la rehabilitación del equilibrio y capacidad funcional tras un accidente cerebrovascular y confirman la viabilidad del programa combinado de rehabilitación propuesto.


Assuntos
Humanos , Masculino , Feminino , Pessoa de Meia-Idade , Atividades Cotidianas , Acidente Vascular Cerebral/reabilitação , Equilíbrio Postural , Reabilitação/métodos , Interface Usuário-Computador , Jogos de Vídeo
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