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根据脑损伤部位比较虚拟现实游戏训练对中风患者的即时效果。

Comparison of the immediate effect of the training with a virtual reality game in stroke patients according side brain injury.

作者信息

Fernandes Aline Braga Galvão Silveira, Passos Jacilda Oliveira dos, Brito Deyvson Paiva de, Campos Tania Fernandes

机构信息

Federal University of Rio Grande do Norte, Department of Physiotherapy, Laboratory of Moviment and Health, Natal/RN, Brazil.

出版信息

NeuroRehabilitation. 2014;35(1):39-45. doi: 10.3233/NRE-141105.

Abstract

BACKGROUND

Stroke is a major cause of motor disability in adults and needs interventions that contribute to motor recovery.

OBJECTIVE

This study aimed to compare the immediate effect of the training with virtual reality game in stroke patients according side brain injury.

METHODS

The participants included 20 patients (10 right brain injury), mean age of 50.6 ± 9.2 years, and 20 healthy subjects of 50.9 ± 8.8 years. All participants made a kinematic evaluation of drinking a cup of water before and after training with the table tennis game of the XBOX 360 Kinect®, in two series of 10 tries of 45 s, with 15 minutes rest between them, a total of 30 minutes. Data were analyzed by ANOVA.

RESULTS

There was a significant difference in the number of hits between patients and healthy subjects groups, in which patients had a lower performance in all the trials (p = 0.008). After the training, only patients with right brain injury improved their shoulder and elbow angles, approaching the left upper limb movement pattern of healthy subjects (p < 0.05).

CONCLUSION

Patients with right brain injury responded better to the virtual reality game, suggesting introduction of new treatment techniques that promote neurorehabilitation.

摘要

背景

中风是成人运动功能障碍的主要原因,需要有助于运动恢复的干预措施。

目的

本研究旨在根据脑损伤部位比较虚拟现实游戏训练对中风患者的即时效果。

方法

参与者包括20名患者(10名右脑损伤),平均年龄50.6±9.2岁,以及20名平均年龄50.9±8.8岁的健康受试者。所有参与者在使用XBOX 360 Kinect®的乒乓球游戏进行训练前后,进行了喝水动作的运动学评估,分两组,每组10次,每次45秒,两组之间休息15分钟,共30分钟。数据采用方差分析。

结果

患者组和健康受试者组的击球次数存在显著差异,患者在所有试验中的表现均较低(p = 0.008)。训练后,只有右脑损伤的患者改善了肩部和肘部角度,接近健康受试者的左上肢运动模式(p < 0.05)。

结论

右脑损伤的患者对虚拟现实游戏反应更好,这表明可引入促进神经康复的新治疗技术。

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