Effect of Virtual Reality Rehabilitation on Balance Function in Stroke Patients with Hemiplegia
Abstract:Objective To compare the effect of virtual reality (VR) based balance training and routine balance training on static and dy-namic balance function in stroke patients with hemiplegia. Methods 20 stroke patients with hemiplegia were randomly divided into experi-mental group (n=10) and control group (n=10). Both groups received routine neurology medication and rehabilitation training. The experi-mental group received balance training based on 3 VR games:City Ride, The Boat and Road Encounter, while the control group received routine balance training. They were assessed with Berg Balance Scale (BBS) and Timed Up and Go Test (TUGT), and their postural stability and limits of stability were measured with STABLE system before and 4 weeks after training. Results The scores of BBS and TUGT im-proved in both groups after training (P<0.001), and improved more in the experimental group than in the control group (P<0.001), as well as some of the parameters of postural stability and limits of stability (P<0.05). Conclusion Balance training based on VR is more effective than routine balance training on the static and dynamic balance function of stroke patients with hemiplegia.
Keywords:strokehemiplegiavirtual realitybalance functionrehabilitation
Publication Date:2014-01-01
Online Publishing Date:2025-08-15(First online date of this platform, not the publication date of the document)
Pages:6( 458-463 )
