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Efficacy of Virtual Reality in Upper Limb Rehabilitation in Patients with Spinal Cord Injury: A Pilot Randomized Controlled Trial

机译:虚拟现实在脊髓损伤患者上肢康复中的功效:一项随机对照试验。

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Study Design Pilot randomized controlled trial. Purpose To compare the efficacy between virtual reality intervention (using Nintendo Wii) along with conventional occupational therapy and conventional occupational therapy alone in improving upper limb function in patients with spinal cord injury (SCI). Overview of Literature The use of virtual reality has gained importance in the rehabilitation sector over the last few years. Nintendo Wii has the potential to encourage upper limb function while engaging in an interesting activity, which is important in long-term interventions, such as the treatment of SCI. Methods Overall, 22 patients with SCI participated in the study. They were randomly assigned to two groups. Group I received 30 minutes of virtual reality intervention (using Nintendo Wii) and 30 minutes of conventional therapy, whereas group II received conventional therapy only for 30 minutes. Both groups received therapy 3 days a week for 4 weeks. One hand of each patient was identified as the target hand based on the inclusion criteria. All patients were assessed at baseline, 2 weeks and 4 weeks (post-intervention), and 6 weeks (follow-up). The functional ability of the target hand was assessed using the Capabilities of Upper Extremity (CUE) questionnaire. Gross motor dexterity was assessed using the Box and Block Test (BBT). The level of independence in activities of daily living was assessed by the Spinal Cord Independence Measure-Self Report and quality of life by the World Health Organization Quality of Life-BREF. Results After 4 weeks of intervention, there was no significant difference in improved hand function between the groups. Mean scores were higher for group I than for group II, with a higher percent change (31.5% in CUE questionnaire and 51.7% in BBT) in group I. Conclusions Virtual reality along with conventional therapy produces similar results in upper limb function as does conventional therapy alone.
机译:研究设计试点随机对照试验。目的比较虚拟现实干预(使用任天堂Wii)与常规职业治疗和单独常规职业治疗在改善脊髓损伤(SCI)患者上肢功能方面的功效。文献概述在过去的几年中,虚拟现实的使用在康复领域已变得越来越重要。任天堂Wii有可能在进行有趣的活动时促进上肢功能,这对长期干预(例如SCI的治疗)很重要。方法总共22例SCI患者参加了这项研究。他们被随机分为两组。第一组接受了30分钟的虚拟现实干预(使用Nintendo Wii)和30分钟的常规治疗,而第二组仅接受了30分钟的常规治疗。两组均每周接受3天的治疗,持续4周。根据纳入标准,将每位患者的一只手识别为目标手。所有患者均在基线,干预后2周和4周(随访)和6周(随访)进行评估。使用上肢能力(CUE)问卷评估目标手的功能能力。使用方格和格挡测试(BBT)评估运动总敏捷度。脊髓独立性自测报告评估了日常生活活动的独立性,世界卫生组织的生活质量BREF评估了生活质量。结果干预4周后,两组之间手部功能改善无明显差异。 I组的平均分数高于II组,I组的平均变化率更高(CUE调查表中为31.5%,BBT中为51.7%)。结论虚拟现实与常规疗法在上肢功能上产生的结果与常规疗法相似单独治疗。

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