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Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review

机译:基于虚拟现实的干预对中风后平衡与活动障碍的功效:范围界定审查

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摘要

Rehabilitation interventions involving virtual reality (VR) technology have been developed for the promotion of functional independence post stroke. A scoping review was performed to examine the efficacy of VR-based interventions on balance and mobility disorders post stroke. Twenty-four articles in the English language examining VR game-based interventions and outcomes directed at balance and mobility disorders were included. Various VR systems (customized and commercially available) were used as rehabilitation tools. Outcome measures included laboratory and clinical measures of balance and gait. Outcome measures of dynamic balance showed significant improvements following VR-based interventions as compared to other interventions. Further, it was observed that VR-based intervention may have favorable effects in improving walking speed and the ability to deal with environmental challenges, which may also facilitate independent community ambulation. VR-based therapy thus has the potential to be a useful tool for balance and gait training for stroke rehabilitation. Utilization of motor learning principles related to task-related training may have been an important factor leading to positive results. Other principles such as repetition, feedback etc. were used in studies but were not explored explicitly and may need to be investigated to further improve the strength of results. Lastly, robust study designs with appropriate attention towards the intensity and dose-response aspects of VR training, clear study objectives and suitable outcomes would further aid in determining evidence-based efficacy for VR game-based interventions in the future.
机译:已经开发了涉及虚拟现实(VR)技术的康复干预措施,以促进卒中后功能的独立性。进行了范围界定审查,以检查基于VR的干预对中风后平衡和活动性障碍的疗效。其中包括二十四篇英文文章,内容涉及基于VR游戏的干预措施以及针对平衡和移动性障碍的结果。各种VR系统(已定制和可商购)用作康复工具。结果措施包括实验室和临床措施的平衡和步态。与其他干预措施相比,基于VR的干预措施的动态平衡结果指标显示出显着改善。此外,据观察,基于VR的干预措施可能在提高步行速度和应对环境挑战的能力方面具有良好的效果,这也可以促进独立的社区活动。因此,基于VR的疗法有可能成为中风康复的平衡和步态训练的有用工具。与任务相关训练相关的运动学习原则的使用可能是导致取得积极成果的重要因素。研究中使用了其他原理,例如重复,反馈等,但未进行明确探讨,可能需要进行研究以进一步提高结果的强度。最后,稳健的研究设计应适当关注VR训练的强度和剂量反应方面,明确的研究目标和合适的结果,这将进一步有助于确定未来基于VR游戏的干预措施的循证疗效。

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