The effect of balance training using touch controller-based fully immersive virtual reality devices on balance and walking ability in patients with stroke: A pilot randomized controlled trial.
Medicine (Baltimore)
; 103(27): e38578, 2024 Jul 05.
Article
in En
| MEDLINE
| ID: mdl-38968468
ABSTRACT
BACKGROUND:
Fully immersive virtual reality (FIVR) removes information from the real world and replaces it with computer-generated data, creating the impression of being in a genuine virtual world.OBJECTIVE:
To evaluate the effects of balance training using touch controller-based FIVR devices on balance and walking abilities in patients with stroke.METHODS:
The participants were randomly categorized into the FIVR group (nâ =â 18) and control group (nâ =â 18). The control group received conventional therapy for 5 sessions, 30 minutes per week, for 5 weeks. The FIVR group practiced additional touch controller-based FIVR balance training for 3 sessions of 30 minutes per week for 5 weeks and changes in balance and walking ability were measured for both groups.RESULTS:
Touch controller-based FIVR balance training significantly improved the Berg Balance Scale (BBS) and, timed up-and-go (TUG) test results (Pâ <â .01). There was also significant improvement in gait abilities, including gait velocity, step length of the affected side, stride length, and single limb support of the affected side (Pâ <â .01).CONCLUSION:
Touch controller-based FIVR balance training improved balance and gait in patients with stroke. These results indicate that touch controller-based FIVR balance training is feasible and suitable for patients with stroke, providing a promising avenue for rehabilitation.
Full text:
1
Collection:
01-internacional
Database:
MEDLINE
Main subject:
Walking
/
Postural Balance
/
Stroke Rehabilitation
/
Virtual Reality
Limits:
Adult
/
Aged
/
Female
/
Humans
/
Male
/
Middle aged
Language:
En
Journal:
Medicine (Baltimore)
Year:
2024
Document type:
Article
Country of publication:
Estados Unidos