Abstract
Clinical effect of virtual reality balance training for stroke patients
  
DOI:
EN KeyWords: stroke  virtual reality  balance function  postural control
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作者单位
张丽华 首都医科大学附属北京康复医院康复中心北京 100144 
米立新 首都医科大学附属北京康复医院康复中心北京 100144 
马全胜 首都医科大学附属北京康复医院康复中心北京 100144 
马玉宝 首都医科大学附属北京康复医院康复中心北京 100144 
刘洪锐 首都医科大学附属北京康复医院康复中心北京 100144 
宋德军 首都医科大学附属北京康复医院康复中心北京 100144 
田海源 首都医科大学附属北京康复医院康复中心北京 100144 
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EN Abstract:
  Objective: To observe the effects of virtual reality balance training on balance and postural control ability of stroke patients. Methods: Forty-nine subjects were assigned randomly into observation group (n=25) and control group (n=24). The treatment group received virtual reality balance training and conventional training, and the control group only received conventional training. Berg Balance Scale (BBS) and Timed Up and Go (TUG) test were used to assess the balance ability, and static and dynamic balance assessment in three-dimensional balance test instrument was used to evaluate the postural control ability before and 4 weeks after treatment. Results: After four weeks of treatment,the both groups showed significant increase in BBS scores post-intervention as compared with those before treatment(all P<0.05), and the scores in treatment group were more higher than those in the control group(P<0.05). The both groups showed significant decrease in TUG test compared with that before treatment (all P<0.01). The scores of eyes opened standing and eyes closed standing, the scores of standing of one foot in front, and time to stability post-intervention in treatment group were significantly shorter than that before treatment and control group (P<0.01,P<0.05), and that of eyes opened and closed standing of post-intervention in control group were shorter than that before treatment(P<0.05),there was no significant difference in standing before and after the treatment and the time of stable reaction.Conclusion: Both virtual reality balance training and conventional training can improve balance function in stroke patients, but the virtual reality balance training combined with conventional training are more effective.
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