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首页> 外文期刊>Cerebrovascular diseases >Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.
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Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.

机译:在活动中心为中风社区居民提供的虚拟康复服务。 3D电脑游戏的可能性。

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BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. METHODS: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. RESULTS: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. CONCLUSIONS: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke.
机译:背景:这项研究的主要目的是放置一个虚拟现实(VR)系统,旨在评估和促进非医院环境中卒中后受试者上肢患病的运动表现。我们还想研究玩电脑游戏是否会改善以前中风的人的运动功能。方法:干预措施涉及中风后的11例患者,他们在4周的时间内每周接受3次计算机培训,从而获得了额外的康复。对照组包括11名中风后的患者,他们在此期间继续了以前的康复(无需额外的计算机培训)。所有患者的平均年龄为68岁(范围= 47-85),中风后的平均时间为66个月(范围= 15-140)。 VR培训由具有挑战性的游戏组成,这些游戏提供了一系列难度级别,使练习变得有趣而富有动力。另有11名没有神经或精神疾病史的右撇子老年配对个体作为参考对象。结果:所有参与者报告他们是新颖的计算机游戏玩家。在初步介绍之后,他们学会了快速使用VR系统。治疗组在训练有素的上肢表现出运动结果的改善,但在现实生活中并未发现。结论:这项研究的结果表明,计算机游戏在训练运动表现方面很有用。 VR不仅可以让年轻的参与者有益地使用,而且老年人可以有益地使用VR来增强他们在中风后的运动表现。

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