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Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?
This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent epi...
Autores principales: | , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Hindawi Publishing Corporation
2013
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3759244/ https://www.ncbi.nlm.nih.gov/pubmed/24024033 http://dx.doi.org/10.1155/2013/649561 |
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author | Rajaratnam, B. S. Gui KaiEn, J. Lee JiaLin, K. SweeSin, Kwek Sim FenRu, S. Enting, Lee Ang YiHsia, E. KeatHwee, Ng Yunfeng, Su Woo YingHowe, W. Teo SiaoTing, S. |
author_facet | Rajaratnam, B. S. Gui KaiEn, J. Lee JiaLin, K. SweeSin, Kwek Sim FenRu, S. Enting, Lee Ang YiHsia, E. KeatHwee, Ng Yunfeng, Su Woo YingHowe, W. Teo SiaoTing, S. |
author_sort | Rajaratnam, B. S. |
collection | PubMed |
description | This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower. |
format | Online Article Text |
id | pubmed-3759244 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2013 |
publisher | Hindawi Publishing Corporation |
record_format | MEDLINE/PubMed |
spelling | pubmed-37592442013-09-10 Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? Rajaratnam, B. S. Gui KaiEn, J. Lee JiaLin, K. SweeSin, Kwek Sim FenRu, S. Enting, Lee Ang YiHsia, E. KeatHwee, Ng Yunfeng, Su Woo YingHowe, W. Teo SiaoTing, S. Rehabil Res Pract Clinical Study This randomised controlled and double-blinded pilot study evaluated if interactive virtual reality balance related games integrated within conventional rehabilitation sessions resulted in more superior retraining of dynamic balance compared to CR after stroke. 19 subjects diagnosed with a recent episode of stroke were recruited from a local rehabilitation hospital and randomly assigned to either a control or an experimental group. Subjects in the control groups underwent 60 minutes of conventional rehabilitation while those in the experimental groups underwent 40 minutes of convention rehabilitation and 20 minutes of self-directed virtual reality balanced rehabilitation. Functional Reach Test, Timed Up and Go, Modified Barthel Index, Berg Balance Scale, and Centre of Pressure of subjects in both groups were evaluated before and on completion of the rehabilitation sessions. Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower. Hindawi Publishing Corporation 2013 2013-08-18 /pmc/articles/PMC3759244/ /pubmed/24024033 http://dx.doi.org/10.1155/2013/649561 Text en Copyright © 2013 B. S. Rajaratnam et al. https://creativecommons.org/licenses/by/3.0/ This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Clinical Study Rajaratnam, B. S. Gui KaiEn, J. Lee JiaLin, K. SweeSin, Kwek Sim FenRu, S. Enting, Lee Ang YiHsia, E. KeatHwee, Ng Yunfeng, Su Woo YingHowe, W. Teo SiaoTing, S. Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title | Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title_full | Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title_fullStr | Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title_full_unstemmed | Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title_short | Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke? |
title_sort | does the inclusion of virtual reality games within conventional rehabilitation enhance balance retraining after a recent episode of stroke? |
topic | Clinical Study |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3759244/ https://www.ncbi.nlm.nih.gov/pubmed/24024033 http://dx.doi.org/10.1155/2013/649561 |
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