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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Society of Physical Therapy Science
2016
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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. |
format | Online Article Text |
id | pubmed-5140810 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | The Society of Physical Therapy Science |
record_format | MEDLINE/PubMed |
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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