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本文引用的文献

1
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3.
2
Enriched environment induces angiogenesis and improves neural function outcomes in rat stroke model.丰富环境可诱导大鼠中风模型血管生成并改善神经功能结局。
J Neurol Sci. 2014 Dec 15;347(1-2):275-80. doi: 10.1016/j.jns.2014.10.022. Epub 2014 Oct 20.
3
Virtual reality therapy for adults post-stroke: a systematic review and meta-analysis exploring virtual environments and commercial games in therapy.成人中风后虚拟现实疗法:一项探索治疗中虚拟环境和商业游戏的系统评价与荟萃分析
PLoS One. 2014 Mar 28;9(3):e93318. doi: 10.1371/journal.pone.0093318. eCollection 2014.
4
Virtual Reality for Sensorimotor Rehabilitation Post-Stroke: The Promise and Current State of the Field.用于中风后感觉运动康复的虚拟现实:该领域的前景与现状
Curr Phys Med Rehabil Rep. 2013 Mar;1(1):9-20. doi: 10.1007/s40141-013-0005-2.
5
Effects of substituting a portion of standard physiotherapy time with virtual reality games among community-dwelling stroke survivors.社区居住的脑卒中幸存者中用虚拟现实游戏替代部分标准物理疗法时间的效果。
BMC Neurol. 2013 Dec 13;13:199. doi: 10.1186/1471-2377-13-199.
6
Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?在传统康复中加入虚拟现实游戏能否增强近期中风后的平衡再训练?
Rehabil Res Pract. 2013;2013:649561. doi: 10.1155/2013/649561. Epub 2013 Aug 18.
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Active video-gaming effects on balance and mobility in individuals with chronic stroke: a randomized controlled trial.主动式视频游戏对慢性脑卒中患者平衡和移动能力的影响:一项随机对照试验。
Top Stroke Rehabil. 2013 May-Jun;20(3):218-25. doi: 10.1310/tsr2003-218.
8
Use of virtual reality in gait recovery among post stroke patients--a systematic literature review.虚拟现实技术在中风后患者步态恢复中的应用——一项系统文献综述
Disabil Rehabil Assist Technol. 2013 Sep;8(5):357-62. doi: 10.3109/17483107.2012.749428. Epub 2013 Apr 24.
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Virtual walking training program using a real-world video recording for patients with chronic stroke: a pilot study.基于真实世界视频记录的慢性脑卒中患者虚拟行走训练方案:一项初步研究。
Am J Phys Med Rehabil. 2013 May;92(5):371-80; quiz 380-2, 458. doi: 10.1097/PHM.0b013e31828cd5d3.
10
Motor learning principles for neurorehabilitation.神经康复的运动学习原则
Handb Clin Neurol. 2013;110:93-103. doi: 10.1016/B978-0-444-52901-5.00008-3.

基于虚拟现实的干预对中风后平衡和运动障碍的疗效:一项范围综述。

Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review.

作者信息

Darekar Anuja, McFadyen Bradford J, Lamontagne Anouk, Fung Joyce

机构信息

School of Physical and Occupational Therapy, Faculty of Medicine, McGill University, Montreal, Quebec, Canada.

Feil and Oberfeld Research Center, Jewish Rehabilitation Hospital, Research site of the Montreal Centre for Interdisciplinary Research in Rehabilitation (CRIR), Laval, Quebec, Canada.

出版信息

J Neuroeng Rehabil. 2015 May 10;12:46. doi: 10.1186/s12984-015-0035-3.

DOI:10.1186/s12984-015-0035-3
PMID:25957577
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4425869/
Abstract

Rehabilitation interventions involving virtual reality (VR) technology have been developed for the promotion of functional independence post stroke. A scoping review was performed to examine the efficacy of VR-based interventions on balance and mobility disorders post stroke. Twenty-four articles in the English language examining VR game-based interventions and outcomes directed at balance and mobility disorders were included. Various VR systems (customized and commercially available) were used as rehabilitation tools. Outcome measures included laboratory and clinical measures of balance and gait. Outcome measures of dynamic balance showed significant improvements following VR-based interventions as compared to other interventions. Further, it was observed that VR-based intervention may have favorable effects in improving walking speed and the ability to deal with environmental challenges, which may also facilitate independent community ambulation. VR-based therapy thus has the potential to be a useful tool for balance and gait training for stroke rehabilitation. Utilization of motor learning principles related to task-related training may have been an important factor leading to positive results. Other principles such as repetition, feedback etc. were used in studies but were not explored explicitly and may need to be investigated to further improve the strength of results. Lastly, robust study designs with appropriate attention towards the intensity and dose-response aspects of VR training, clear study objectives and suitable outcomes would further aid in determining evidence-based efficacy for VR game-based interventions in the future.

摘要

为促进中风后功能独立,已开发出涉及虚拟现实(VR)技术的康复干预措施。进行了一项范围综述,以研究基于VR的干预措施对中风后平衡和运动障碍的疗效。纳入了24篇英文文章,这些文章研究了针对平衡和运动障碍的基于VR游戏的干预措施及结果。各种VR系统(定制的和商用的)被用作康复工具。结果测量包括平衡和步态的实验室及临床测量。与其他干预措施相比,基于VR的干预措施后动态平衡的结果测量显示出显著改善。此外,观察到基于VR的干预措施可能对提高步行速度和应对环境挑战的能力有有利影响,这也可能促进独立社区行走。因此,基于VR的治疗有可能成为中风康复中平衡和步态训练的有用工具。运用与任务相关训练相关的运动学习原则可能是取得积极结果的一个重要因素。研究中还使用了重复、反馈等其他原则,但未进行明确探讨,可能需要进一步研究以增强结果的说服力。最后,具有对VR训练的强度和剂量反应方面的适当关注、明确的研究目标和合适结果的稳健研究设计,将进一步有助于确定未来基于VR游戏的干预措施的循证疗效。