{"title":"虚拟现实游戏训练对提高中风后步行速度和动态平衡功能的影响","authors":"Christopher Lampah","doi":"10.20473/spmrj.v6i1.51182","DOIUrl":null,"url":null,"abstract":"Background: Stroke is a serious health condition that can cause physical and cognitive impairment, affecting a person's ability to perform daily activities. Important factor that affect the quality of life of stroke patients is the ability to mobilize, especially walking. Virtual Reality is expected to increase walking speed and dynamic balance which are important to improve patient mobility and independence. \nAim(s) : Analyse the effect of Virtual Reality (VR) game training using Xbox 360° and KinectTM devices on post-stroke walking speed and balance \nMaterial and methods: An experimental study involving 18 ischemic post-stroke patients at the Rehabilitation Installation of Prof. Dr. R. D. Kandou Hospital Manado (from June to July 2023). The intervention was a 30 minutes VR game exercises with three sessions per week (a total of 8 sessions for each subject). This subject was assessed using the 10-meter Walk Test (10 MWT) and the Berg Balance Scale (BBS). \nResult: There were significant improvements in both walking speed and dynamic balance. Wilcoxon Signed Ranks test results on Walking Speed (10 MWT) obtained a value of Z = -3,754 with a value of (p = 0.000 <0.05). Similar results were obtained in testing the dynamic balance function where the paired t test results were obtained at t = -14.750. The results indicate significant differences in the mean value of Subacute Post-Stroke BBS before and after training (p < 0.05). \nConclusions: Virtual Reality (VR) game training using Xbox 360° and KinectTM devices significantly increased walking speed and balance in post-stroke patients.","PeriodicalId":260387,"journal":{"name":"Surabaya Physical Medicine and Rehabilitation Journal","volume":"17 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-02-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Effect of Virtual Reality Game Training on Improving Walking Speed and Dynamic Balance Function After Stroke\",\"authors\":\"Christopher Lampah\",\"doi\":\"10.20473/spmrj.v6i1.51182\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Background: Stroke is a serious health condition that can cause physical and cognitive impairment, affecting a person's ability to perform daily activities. Important factor that affect the quality of life of stroke patients is the ability to mobilize, especially walking. Virtual Reality is expected to increase walking speed and dynamic balance which are important to improve patient mobility and independence. \\nAim(s) : Analyse the effect of Virtual Reality (VR) game training using Xbox 360° and KinectTM devices on post-stroke walking speed and balance \\nMaterial and methods: An experimental study involving 18 ischemic post-stroke patients at the Rehabilitation Installation of Prof. Dr. R. D. Kandou Hospital Manado (from June to July 2023). The intervention was a 30 minutes VR game exercises with three sessions per week (a total of 8 sessions for each subject). This subject was assessed using the 10-meter Walk Test (10 MWT) and the Berg Balance Scale (BBS). \\nResult: There were significant improvements in both walking speed and dynamic balance. Wilcoxon Signed Ranks test results on Walking Speed (10 MWT) obtained a value of Z = -3,754 with a value of (p = 0.000 <0.05). Similar results were obtained in testing the dynamic balance function where the paired t test results were obtained at t = -14.750. The results indicate significant differences in the mean value of Subacute Post-Stroke BBS before and after training (p < 0.05). \\nConclusions: Virtual Reality (VR) game training using Xbox 360° and KinectTM devices significantly increased walking speed and balance in post-stroke patients.\",\"PeriodicalId\":260387,\"journal\":{\"name\":\"Surabaya Physical Medicine and Rehabilitation Journal\",\"volume\":\"17 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Surabaya Physical Medicine and Rehabilitation Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.20473/spmrj.v6i1.51182\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Surabaya Physical Medicine and Rehabilitation Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.20473/spmrj.v6i1.51182","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
背景:脑卒中是一种严重的健康问题,可导致身体和认知障碍,影响患者的日常活动能力。影响中风患者生活质量的重要因素是行动能力,尤其是行走能力。虚拟现实技术有望提高步行速度和动态平衡能力,这对改善患者的活动能力和独立性非常重要。目的分析使用 Xbox 360° 和 KinectTM 设备进行虚拟现实(VR)游戏训练对中风后步行速度和平衡能力的影响:这项实验研究涉及万鸦老教授康杜医院康复中心的 18 名缺血性中风后患者(2023 年 6 月至 7 月)。干预措施是进行 30 分钟的 VR 游戏练习,每周三次(每位受试者共 8 次)。受试者使用 10 米步行测试(10 MWT)和伯格平衡量表(BBS)进行评估。结果步行速度和动态平衡均有明显改善。步行速度(10 米步行测试)的 Wilcoxon Signed Ranks 检验结果为 Z = -3 754,数值为(p = 0.000 <0.05)。在测试动态平衡功能时也得到了类似的结果,配对 t 检验结果为 t = -14.750。结果表明,训练前后脑卒中亚急性期后 BBS 的平均值存在明显差异(p < 0.05)。 结论使用 Xbox 360° 和 KinectTM 设备进行虚拟现实(VR)游戏训练可显著提高中风后患者的行走速度和平衡能力。
Effect of Virtual Reality Game Training on Improving Walking Speed and Dynamic Balance Function After Stroke
Background: Stroke is a serious health condition that can cause physical and cognitive impairment, affecting a person's ability to perform daily activities. Important factor that affect the quality of life of stroke patients is the ability to mobilize, especially walking. Virtual Reality is expected to increase walking speed and dynamic balance which are important to improve patient mobility and independence.
Aim(s) : Analyse the effect of Virtual Reality (VR) game training using Xbox 360° and KinectTM devices on post-stroke walking speed and balance
Material and methods: An experimental study involving 18 ischemic post-stroke patients at the Rehabilitation Installation of Prof. Dr. R. D. Kandou Hospital Manado (from June to July 2023). The intervention was a 30 minutes VR game exercises with three sessions per week (a total of 8 sessions for each subject). This subject was assessed using the 10-meter Walk Test (10 MWT) and the Berg Balance Scale (BBS).
Result: There were significant improvements in both walking speed and dynamic balance. Wilcoxon Signed Ranks test results on Walking Speed (10 MWT) obtained a value of Z = -3,754 with a value of (p = 0.000 <0.05). Similar results were obtained in testing the dynamic balance function where the paired t test results were obtained at t = -14.750. The results indicate significant differences in the mean value of Subacute Post-Stroke BBS before and after training (p < 0.05).
Conclusions: Virtual Reality (VR) game training using Xbox 360° and KinectTM devices significantly increased walking speed and balance in post-stroke patients.