Institute of Biomedical Engineering, National Yang-Ming University, Taipei, Taiwan.
Am J Phys Med Rehabil. 2011 Dec;90(12):969-78. doi: 10.1097/PHM.0b013e3182389fae.
The aim of this study was to evaluate the effects of virtual reality (VR) treadmill training on the balance skills of patients who have had a stroke.
A total of 14 patients with strokes were recruited and randomly assigned to receive VR treadmill or traditional treadmill training. The outcome measures that were included for the study were center of pressure (COP) sway excursion, COP maximum sway in anterior-posterior direction, COP maximum sway in medial-lateral direction, COP sway area, bilateral limb-loading symmetric index, the sway excursion values for the paretic foot (sway excursion/P), paretic limb stance time (stance time/P), number of steps of the paretic limb (number of steps/P), and contact area of the paretic foot (contact A/P) during quiet stance, sit-to-stand transfer, and level walking.
There were no significant improvements in COP-related measures and symmetric index during the quiet stance, either in the VR treadmill or traditional treadmill training group (P > 0.05). However, the difference between groups after training in COP maximum sway in medial-lateral direction during the quiet stance was significant (P = 0.038). Traditional treadmill training failed to improve sit-to-stand performance, whereas VR treadmill training improved symmetric index (P = 0.028) and sway excursion (P = 0.046) significantly during sit-to-stand transfer. The changes of symmetric index between groups were markedly different (P = 0.045). Finally, both groups improved significantly in stance time/P, but only VR treadmill training increased contact A/P (P = 0.034) after training during level walking. The difference between groups during level walking was not significant.
Neither traditional treadmill nor VR treadmill training had any effect on balance skill during quiet stance, but VR treadmill training improved balance skill in the medial-lateral direction better than traditional training did. VR treadmill training also improved balance skill during sit-to-stand transfers and the involvement of paretic limb in level walking more than the traditional one did.
本研究旨在评估虚拟现实(VR)跑步机训练对脑卒中患者平衡技能的影响。
共招募 14 名脑卒中患者,随机分为接受 VR 跑步机或传统跑步机训练。研究的结果测量包括压力中心(COP)摆动幅度、COP 前后向最大摆动幅度、COP 左右向最大摆动幅度、COP 摆动面积、双侧肢体负荷对称指数、患侧足部摆动幅度(摆动幅度/P)、患侧肢体站立时间(站立时间/P)、患侧肢体步数(步数/P)和患侧足部接触面积(接触面积/P)在安静站立、从坐到站转移和水平行走期间。
在 VR 跑步机或传统跑步机训练组中,安静站立时 COP 相关测量值和对称指数均无显著改善(P > 0.05)。然而,两组在安静站立时 COP 左右向最大摆动幅度的差异在训练后具有统计学意义(P = 0.038)。传统跑步机训练未能改善从坐到站转移的表现,而 VR 跑步机训练显著改善了对称指数(P = 0.028)和摆动幅度(P = 0.046)。组间对称指数的变化差异显著(P = 0.045)。最后,两组在水平行走时的站立时间/P 均显著改善,但只有 VR 跑步机训练增加了接触面积/P(P = 0.034)。两组在水平行走时的差异无统计学意义。
传统跑步机和 VR 跑步机训练均未对安静站立时的平衡技能产生影响,但 VR 跑步机训练在改善横向平衡技能方面优于传统训练。VR 跑步机训练还改善了从坐到站转移和患侧肢体参与水平行走时的平衡技能,优于传统训练。