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Virtual reality-based therapy for the treatment of balance deficits in patients receiving inpatient rehabilitation for traumatic brain injury

机译:基于虚拟现实的疗法,用于治疗颅脑损伤住院康复患者的平衡缺陷

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摘要

Objective: To evaluate the feasibility and safety of utilizing a commercially available virtual reality gaming system as a treatment intervention for balance training. Design: A randomized controlled trial in which assessment and analysis were blinded. Setting: An inpatient rehabilitation facility. Intervention: Interventions included balance-based physical therapy using a Nintendo Wii, as monitored by a physical therapist, and receipt of one-on-one balance-based physical therapy using standard physical therapy modalities available for use in the therapy gym. Results: Participants in the standard physical therapy group were found to have slightly higher enjoyment at mid-intervention, while those receiving the virtual reality-based balance intervention were found to have higher enjoyment at study completion. Both groups demonstrated improved static and dynamic balance over the course of the study, with no significant differences between groups. Correlational analyses suggest a relationship exists between Wii balance board game scores and BBS scores for measures taken beyond the baseline assessment. Conclusions: This study provides a modest level of evidence to support using commercially available VR gaming systems for the treatment of balance deficits in patients with a primary diagnosis of TBI receiving inpatient rehabilitation. Additional research of these types of interventions for the treatment of balance deficits is warranted.
机译:目的:评估利用市售的虚拟现实游戏系统作为平衡训练的治疗干预措施的可行性和安全性。设计:一项随机对照试验,其中评估和分析不知情。地点:住院康复设施。干预:干预包括使用Nintendo Wii进行的基于平衡的物理治疗(由物理治疗师进行监控),以及使用可用于治疗场的标准物理治疗方式进行的一对一基于平衡的物理治疗。结果:标准物理治疗组的参与者在进行中间干预时的娱乐性略高,而接受基于虚拟现实的平衡干预的参与者在研究完成时具有较高的娱乐性。在研究过程中,两组均显示出改善的静态和动态平衡,两组之间无显着差异。相关分析表明,对于超出基线评估而采取的措施,Wii平衡板游戏得分和BBS得分之间存在关系。结论:这项研究提供了适度的证据来支持使用市售的VR游戏系统治疗患有TBI并接受住院康复的初步诊断的患者的平衡缺陷。必须对这些类型的干预措施进行平衡差额的治疗进行进一步的研究。

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