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基于虚拟现实游戏的训练对截瘫患者平衡能力和功能表现的有效性研究。

Study on the Effectiveness of Virtual Reality Game-Based Training on Balance and Functional Performance in Individuals with Paraplegia.

作者信息

Khurana Meetika, Walia Shefali, Noohu Majumi M

机构信息

ISIC Institute of Rehabilitation Sciences, New Delhi, India.

Centre for Physiotherapy and Rehabilitation Sciences, Jamia Millia Islamia, New Delhi, India.

出版信息

Top Spinal Cord Inj Rehabil. 2017 Summer;23(3):263-270. doi: 10.1310/sci16-00003. Epub 2017 May 4.

Abstract

To determine whether there is any difference between virtual reality game-based balance training and real-world task-specific balance training in improving sitting balance and functional performance in individuals with paraplegia. The study was a pre test-post test experimental design. There were 30 participants (28 males, 2 females) with traumatic spinal cord injury randomly assigned to 2 groups (group A and B). The levels of spinal injury of the participants were between T6 and T12. The virtual reality game-based balance training and real-world task-specific balance training were used as interventions in groups A and B, respectively. The total duration of the intervention was 4 weeks, with a frequency of 5 times a week; each training session lasted 45 minutes. The outcome measures were modified Functional Reach Test (mFRT), t-shirt test, and the self-care component of the Spinal Cord Independence Measure-III (SCIM-III). There was a significant difference for time ( = .001) and Time × Group effect ( = .001) in mFRT scores, group effect ( = .05) in t-shirt test scores, and time effect ( = .001) in the self-care component of SCIM-III. Virtual reality game-based training is better in improving balance and functional performance in individuals with paraplegia than real-world task-specific balance training.

摘要

为了确定基于虚拟现实游戏的平衡训练与针对现实世界特定任务的平衡训练在改善截瘫患者坐位平衡和功能表现方面是否存在差异。该研究采用前测-后测实验设计。有30名创伤性脊髓损伤参与者(28名男性,2名女性)被随机分为2组(A组和B组)。参与者的脊髓损伤水平在T6至T12之间。A组和B组分别采用基于虚拟现实游戏的平衡训练和针对现实世界特定任务的平衡训练作为干预措施。干预总时长为4周,每周进行5次;每次训练持续45分钟。结果测量指标为改良功能性伸展测试(mFRT)、T恤测试以及脊髓独立测量量表-III(SCIM-III)的自我护理部分。mFRT分数在时间( = .001)和时间×组效应( = .001)方面存在显著差异,T恤测试分数在组效应( = .05)方面存在显著差异,SCIM-III自我护理部分在时间效应( = .001)方面存在显著差异。基于虚拟现实游戏的训练在改善截瘫患者平衡和功能表现方面比针对现实世界特定任务的平衡训练更好。

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