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1.
Med Sci Monit ; 25: 8055-8060, 2019 Oct 27.
Artigo em Inglês | MEDLINE | ID: mdl-31655845

RESUMO

BACKGROUND The number of people using smart devices such as smartphones (SPs) or virtual reality head-mounted displays (HMDs) is rapidly increasing. This study aimed to investigate the effects of viewing smart devices, including SPs and HMDs, on postural balance and the development of dizziness in healthy individuals. MATERIAL AND METHODS Twenty-six healthy adults underwent static balance measurements at baseline, and after 5, 10, and 20 minutes of viewing the SP and HMD display. Measurements were taken using a force plate and Wii Balance Board (WBB) and included the parameters of postural sway velocity, path length, and postural sway area. A modified Simulator Sickness Questionnaire (SSQ) evaluated oculomotor function and dizziness twice for each device, after 5 and 20 minutes of use. RESULTS Compared with baseline, the use of smart devices for 20 minutes had significantly increased effects on balance, oculomotor function, and dizziness than shorter use for 10 minutes or 5 minutes in healthy adults. Postural sway velocity and path length were significantly increased after 20 minutes of use of the HMD and SP when compared 5-minute use and baseline measurements (p<0.05). Postural sway area after 20-minute use of the HMD was significantly increased compared with the baseline and 5-minute and 10-minute use of the SP and 5-minute use of the HMD (p<0.05). The SSQ showed that dizziness was significantly increased after 20-minute use compared with 5-minute use of the HMD and SP (p<0.05). CONCLUSIONS Longer use of smart devices affected static balance, oculomotor function, and dizziness in healthy adults.


Assuntos
Tontura/etiologia , Interface Usuário-Computador , Vertigem/etiologia , Adulto , Terminais de Computador , Tontura/metabolismo , Feminino , Voluntários Saudáveis , Humanos , Masculino , Equilíbrio Postural/fisiologia , Smartphone , Inquéritos e Questionários , Vertigem/metabolismo , Realidade Virtual , Visão Ocular/fisiologia
2.
J Phys Ther Sci ; 30(2): 252-257, 2018 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-29545688

RESUMO

[Purpose] The purpose of the present study was to compare the postural sway of healthy adults standing on different types of balance pads. [Subjects and Methods] Nine healthy adults participated in this study. Postural body sway was measured while participants were standing on four different types of balance pads: Balance-pad Elite (BE), Aero-Step XL (AS), Dynair Ballkissen Senso (DBS), and Dynair Ballkissen XXL Meditation and Yoga (DBMY). A Wii Balance Board interfaced with Balancia software was used to measure postural body sway. [Results] In the sway velocity, sway path length, and sway area, no significant differences were found between baseline conditions (participants were standing on the floor with no balance pad) and the use of the BE or AS. However, significant increases in all parameters were found comparing baseline conditions to the use of either Dynair balance pad. Furthermore, the use of either Dynair balance pad significantly increased postural sway compared to both the BE and the AS. [Conclusion] These findings suggest that the DBS and DBMY balance pads may serve as superior tools for providing unstable condition for balance training than the BE and the AS balance pads.

3.
Dev Neurorehabil ; 24(3): 159-165, 2021 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-32981401

RESUMO

The Kinect video game (KVG) has received attention as an intervention method for cerebral palsy (CP). However, evidence remains limited. PURPOSE: To investigate the effects of training using Xbox Kinect on lower extremity motor function, balance, and gait in adolescents with spastic diplegia CP. METHODS: This study was a pilot randomized controlled trial. Ten participants were randomly allocated to either the KVG training group (n = 5) or the conventional training (CT) group (n = 5). The Selective Control Assessment of the Lower Extremity (SCALE) tool, Pediatric Balance Scale (PBS), and GAITRite were used for the outcome measurements. RESULTS: In the comparison between the groups, the KVG group showed significant improvements in all the items in the SCALE (except for right hip abduction) and PBS score as compared with the CT group. CONCLUSIONS: KVG training might be an effective intervention for the rehabilitation of adolescents with spastic diplegia CP.


Assuntos
Paralisia Cerebral/reabilitação , Extremidade Inferior/fisiopatologia , Reabilitação Neurológica/métodos , Jogos de Vídeo , Adolescente , Criança , Feminino , Marcha , Humanos , Masculino , Destreza Motora , Projetos Piloto , Equilíbrio Postural
4.
Am J Case Rep ; 19: 1292-1300, 2018 Oct 31.
Artigo em Inglês | MEDLINE | ID: mdl-30377290

RESUMO

BACKGROUND The aim of the present study was to investigate the effect of horizontal whole-body vibration (WBV) training on trunk and lower-extremity muscle tone and activation, balance, and gait in a child with spastic diplegia cerebral palsy. CASE REPORT A 10-year-old male with spastic diplegia cerebral palsy received horizontal WBV training followed by conventional physiotherapy (50 min per day, 12 days per month), but only conventional physiotherapy during followup. Muscle tone was assessed using the Modified Ashworth Scale (MAS) and muscle activation with surface electromyography. Balance was assessed using the Timed Up and Go test (TUG) and Pediatric Balance Scale (PBS), and gait parameters were assessed using the GAITRite system. Assessment was performed at 3 points: pre-intervention, post-intervention, and follow-up. Following the intervention, MAS decreased in both the hip extensor and right ankle plantar flexor. Muscle activation increased post-intervention in the bilateral erector spinae (ES), rectus abdominis (RA), rectus femoris (RF), and right tibialis anterior (TA) during standing, and in the left RA, bilateral RF, gastrocnemius (GCM), and left TA during squatting. At follow-up, activation increased in the right ES, left RA, and RF during standing. At post-intervention and follow-up, improvement was observed in PBS score, gait velocity, right step length, and right stride length, with decreased single-leg support time, and double support and toe deviation angle. CONCLUSIONS Horizontal WBV training can safely and effectively maintain and improve physical performance and can be considered for inclusion in rehabilitation programs.


Assuntos
Paralisia Cerebral/reabilitação , Marcha/fisiologia , Tono Muscular/fisiologia , Equilíbrio Postural/fisiologia , Vibração/uso terapêutico , Paralisia Cerebral/diagnóstico , Criança , Seguimentos , Humanos , Extremidade Inferior , Masculino , Posicionamento do Paciente , Medição de Risco , Índice de Gravidade de Doença , Tórax , Resultado do Tratamento
5.
J Pediatr Rehabil Med ; 11(2): 95-101, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-30010148

RESUMO

PURPOSE: The present study investigated the effects of virtual reality (VR) training using the Xbox Kinect on motor function, balance, gait, and functional mobility in children with cerebral palsy (CP). METHOD: This was a case series. Four children with spastic diplegic cerebral palsy were provided VR training using the Xbox Kinect for 12 sessions (three sessions per week for 4 weeks). At baseline and follow-up, physical function was measured using the following: Selective Motor Control (SMC) for motor function, Pediatric Balance Scale (PBS) for balance, Timed Up and Go (TUG) test and Functional Mobility Scale (FMS) for functional mobility, and 6-meter walk test (6WT) for gait. RESULTS: As compared with the baseline scores, SMC, PBS, TUG, FMS, and 6MWT scores after training showed improvements. In participant 1, PBS and TUG scores improved after VR training. In participant 2, SMC (left ankle dorsiflexor, left knee extensor), PBS, TUG, and FMS scores improved after training. In participant 3, SMC (left hip flexor), TUG, FMS, and 6MWT scores improved after training. In participant 4, SMC (right ankle dorsiflexor), PBS, TUG, FMS, and 6MWT scores improved after training. CONCLUSION: The results show that VR training using the Xbox Kinect may improve physical functioning in children with spastic diplegic cerebral palsy. However, its utility in the rehabilitation of children with CP requires further investigation.


Assuntos
Paralisia Cerebral/reabilitação , Marcha/fisiologia , Atividade Motora/fisiologia , Equilíbrio Postural/fisiologia , Jogos de Vídeo , Realidade Virtual , Paralisia Cerebral/fisiopatologia , Criança , Estudos de Coortes , Feminino , Humanos , Masculino
6.
NeuroRehabilitation ; 42(4): 505-510, 2018.
Artigo em Inglês | MEDLINE | ID: mdl-29660954

RESUMO

BACKGROUND: Stroke survivors show "foot drop", dragging their toes on the ground in the swing phase of gait. Ineffective ankle dorsiflexion may result in an abnormal gait pattern. OBJECTIVE: The purpose of this study was to investigate the effect of ankle Thera-Band® use on gait patterns in stroke survivors. METHODS: Gait data were collected in eight subjects who had had strokes using gait analysis system, both with and without the Thera-Band®. The following dependent variables of gait parameters were analyzed: velocity, cadence, step length, stride length, single support time, and double support time. RESULTS: There were significant improvements in gait velocity, cadence, stride length, and double support time in those who used the Thera-Band® compared to those who did not (p <  0.05). However, there were no significant differences in step length or single support time (p >  0.05). CONCLUSIONS: The results show that ankle Thera-Band® use may have a positive effect in improving gait parameters by increasing the ankle stability in stroke survivors with foot drop. Its usefulness in the rehabilitation of foot drop in stroke survivors needs to be further investigated.


Assuntos
Órtoses do Pé/normas , Marcha , Reabilitação do Acidente Vascular Cerebral/métodos , Feminino , Pé/fisiopatologia , Órtoses do Pé/efeitos adversos , Humanos , Masculino , Pessoa de Meia-Idade , Reabilitação do Acidente Vascular Cerebral/instrumentação
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