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A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury

OBJECTIVE: To determine whether a fully immersive virtual reality (VR) intervention combined with conventional rehabilitation (CR) can improve upper limb function more than CR alone in patients with spinal cord injury (SCI), we conducted a prospective, randomized, controlled clinical trial. METHODS:...

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Autores principales: Lim, Da Young, Hwang, Dong Min, Cho, Kang Hee, Moon, Chang Won, Ahn, So Young
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Korean Academy of Rehabilitation Medicine 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7463118/
https://www.ncbi.nlm.nih.gov/pubmed/32721988
http://dx.doi.org/10.5535/arm.19181
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author Lim, Da Young
Hwang, Dong Min
Cho, Kang Hee
Moon, Chang Won
Ahn, So Young
author_facet Lim, Da Young
Hwang, Dong Min
Cho, Kang Hee
Moon, Chang Won
Ahn, So Young
author_sort Lim, Da Young
collection PubMed
description OBJECTIVE: To determine whether a fully immersive virtual reality (VR) intervention combined with conventional rehabilitation (CR) can improve upper limb function more than CR alone in patients with spinal cord injury (SCI), we conducted a prospective, randomized, controlled clinical trial. METHODS: Participants were randomly assigned to either the control group (CG; n=10) or experimental group (EG; n=10). The participants in the CG received 60 minutes of conventional therapy per day, 4 days per week for 4 weeks, whereas those in the EG received 30 minutes of VR training and 30 minutes of conventional therapy per day, 4 days per week for 4 weeks. The clinical outcome measures included Medical Research Council grade, the American Spinal Injury Association upper extremity motor score (ASIA-UEMS), and scores in the Hand Strength Test, Box and Block Test, Nine-Hole Peg Test, Action Research Arm Test, and Korean version of the Spinal Cord Independence Measure (K-SCIM). The assessments were performed at the beginning (T0) and end of the intervention (T1). RESULTS: Grip power and K-SCIM score significantly improved in the EG after the intervention. When comparing differences between the groups, elbow extensor, wrist extensor, ASIA-UEMS, grip power, lateral pinch power, and palmar pinch power were all significantly improved. CONCLUSION: VR training of upper limb function after SCI can provide an acceptable adjunctive rehabilitation method without significant adverse effects.
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spelling pubmed-74631182020-09-04 A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury Lim, Da Young Hwang, Dong Min Cho, Kang Hee Moon, Chang Won Ahn, So Young Ann Rehabil Med Original Article OBJECTIVE: To determine whether a fully immersive virtual reality (VR) intervention combined with conventional rehabilitation (CR) can improve upper limb function more than CR alone in patients with spinal cord injury (SCI), we conducted a prospective, randomized, controlled clinical trial. METHODS: Participants were randomly assigned to either the control group (CG; n=10) or experimental group (EG; n=10). The participants in the CG received 60 minutes of conventional therapy per day, 4 days per week for 4 weeks, whereas those in the EG received 30 minutes of VR training and 30 minutes of conventional therapy per day, 4 days per week for 4 weeks. The clinical outcome measures included Medical Research Council grade, the American Spinal Injury Association upper extremity motor score (ASIA-UEMS), and scores in the Hand Strength Test, Box and Block Test, Nine-Hole Peg Test, Action Research Arm Test, and Korean version of the Spinal Cord Independence Measure (K-SCIM). The assessments were performed at the beginning (T0) and end of the intervention (T1). RESULTS: Grip power and K-SCIM score significantly improved in the EG after the intervention. When comparing differences between the groups, elbow extensor, wrist extensor, ASIA-UEMS, grip power, lateral pinch power, and palmar pinch power were all significantly improved. CONCLUSION: VR training of upper limb function after SCI can provide an acceptable adjunctive rehabilitation method without significant adverse effects. Korean Academy of Rehabilitation Medicine 2020-08 2020-07-28 /pmc/articles/PMC7463118/ /pubmed/32721988 http://dx.doi.org/10.5535/arm.19181 Text en Copyright © 2020 by Korean Academy of Rehabilitation Medicine This is an Open Access article distributed under the terms of the Creative Commons Attribution Non-Commercial License (http://creativecommons.org/licenses/by-nc/4.0/) which permits unrestricted non-commercial use, distribution, and reproduction in any medium, provided the original work is properly cited.
spellingShingle Original Article
Lim, Da Young
Hwang, Dong Min
Cho, Kang Hee
Moon, Chang Won
Ahn, So Young
A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title_full A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title_fullStr A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title_full_unstemmed A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title_short A Fully Immersive Virtual Reality Method for Upper Limb Rehabilitation in Spinal Cord Injury
title_sort fully immersive virtual reality method for upper limb rehabilitation in spinal cord injury
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7463118/
https://www.ncbi.nlm.nih.gov/pubmed/32721988
http://dx.doi.org/10.5535/arm.19181
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