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Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients

[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20...

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Autores principales: Bang, Yo-Soon, Son, Kyung Hyun, Kim, Hyun Jin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Society of Physical Therapy Science 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5140810/
https://www.ncbi.nlm.nih.gov/pubmed/27942130
http://dx.doi.org/10.1589/jpts.28.3112
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author Bang, Yo-Soon
Son, Kyung Hyun
Kim, Hyun Jin
author_facet Bang, Yo-Soon
Son, Kyung Hyun
Kim, Hyun Jin
author_sort Bang, Yo-Soon
collection PubMed
description [Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.
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spelling pubmed-51408102016-12-09 Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients Bang, Yo-Soon Son, Kyung Hyun Kim, Hyun Jin J Phys Ther Sci Original Article [Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis. The Society of Physical Therapy Science 2016-11-29 2016-11 /pmc/articles/PMC5140810/ /pubmed/27942130 http://dx.doi.org/10.1589/jpts.28.3112 Text en 2016©by the Society of Physical Therapy Science. Published by IPEC Inc. http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution Non-Commercial No Derivatives (by-nc-nd) License.
spellingShingle Original Article
Bang, Yo-Soon
Son, Kyung Hyun
Kim, Hyun Jin
Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title_full Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title_fullStr Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title_full_unstemmed Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title_short Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients
title_sort effects of virtual reality training using nintendo wii and treadmill walking exercise on balance and walking for stroke patients
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5140810/
https://www.ncbi.nlm.nih.gov/pubmed/27942130
http://dx.doi.org/10.1589/jpts.28.3112
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