The Effect of Virtual Reality Training on Balance Performance for Stroke Patients

碩士 === 中臺科技大學 === 醫療暨健康產業管理系碩士班 === 103 === Objective: Balance disorder is a common problem in the stroke patients. In this study, in addition to traditional rehabilitation, a Kinect balance recovery game system was adopted for balance recovery of stroke patients. Method: A total of 16 patients who...

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Main Authors: Liao, Tzu-Kuan, 廖子寬
Other Authors: Chen, Yung-Fu
Format: Others
Language:zh-TW
Published: 2015
Online Access:http://ndltd.ncl.edu.tw/handle/59862083318111255128
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spelling ndltd-TW-102CTC007430362016-08-28T04:12:11Z http://ndltd.ncl.edu.tw/handle/59862083318111255128 The Effect of Virtual Reality Training on Balance Performance for Stroke Patients 虛擬實境訓練對中風患者平衡之影響 Liao, Tzu-Kuan 廖子寬 碩士 中臺科技大學 醫療暨健康產業管理系碩士班 103 Objective: Balance disorder is a common problem in the stroke patients. In this study, in addition to traditional rehabilitation, a Kinect balance recovery game system was adopted for balance recovery of stroke patients. Method: A total of 16 patients who had been diagnosed with stroke within 6 months were recruited for this study. After excluding 3 patients who failed to finish all of the rehabilitation sessions, only the data of 13 patients were used for further analysis. In addition to receiving traditional rehabilitation, they also received 3 weeks of virtual reality training with Kinect balance recovery game system. The mean age of patients was 59.3± 12.6 years old with an average duration of 63.38 ± 37.68 days after stroke. The overall Stability Index (OSI), Berg Balance Scale (BBS), Time Up and Go Test (TUG), and Left and Right Weight Shift were performed before and after rehabilitation. A confidential and satisfaction questionnaire survey was also conducted after the experiment. Result: Significant improvements in Berg Balance Scale, TUG, as well as Left Shift Count and Right Shift Count (p<0.05) were observed after balance rehabilitation; however, no significant improvement in Overall Stability Index was found. Additionally, the questionnaire survey revealed that the designed system was perceived as interesting, effective and easy in operation. Conclusion: The developed Kinect virtual rehabilitation system is useful for rehabilitation either in clinical setting or home environment. Virtual reality game system can be a useful tool for balance training of the stroke patients. Chen, Yung-Fu 陳永福 2015 學位論文 ; thesis 58 zh-TW
collection NDLTD
language zh-TW
format Others
sources NDLTD
description 碩士 === 中臺科技大學 === 醫療暨健康產業管理系碩士班 === 103 === Objective: Balance disorder is a common problem in the stroke patients. In this study, in addition to traditional rehabilitation, a Kinect balance recovery game system was adopted for balance recovery of stroke patients. Method: A total of 16 patients who had been diagnosed with stroke within 6 months were recruited for this study. After excluding 3 patients who failed to finish all of the rehabilitation sessions, only the data of 13 patients were used for further analysis. In addition to receiving traditional rehabilitation, they also received 3 weeks of virtual reality training with Kinect balance recovery game system. The mean age of patients was 59.3± 12.6 years old with an average duration of 63.38 ± 37.68 days after stroke. The overall Stability Index (OSI), Berg Balance Scale (BBS), Time Up and Go Test (TUG), and Left and Right Weight Shift were performed before and after rehabilitation. A confidential and satisfaction questionnaire survey was also conducted after the experiment. Result: Significant improvements in Berg Balance Scale, TUG, as well as Left Shift Count and Right Shift Count (p<0.05) were observed after balance rehabilitation; however, no significant improvement in Overall Stability Index was found. Additionally, the questionnaire survey revealed that the designed system was perceived as interesting, effective and easy in operation. Conclusion: The developed Kinect virtual rehabilitation system is useful for rehabilitation either in clinical setting or home environment. Virtual reality game system can be a useful tool for balance training of the stroke patients.
author2 Chen, Yung-Fu
author_facet Chen, Yung-Fu
Liao, Tzu-Kuan
廖子寬
author Liao, Tzu-Kuan
廖子寬
spellingShingle Liao, Tzu-Kuan
廖子寬
The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
author_sort Liao, Tzu-Kuan
title The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
title_short The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
title_full The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
title_fullStr The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
title_full_unstemmed The Effect of Virtual Reality Training on Balance Performance for Stroke Patients
title_sort effect of virtual reality training on balance performance for stroke patients
publishDate 2015
url http://ndltd.ncl.edu.tw/handle/59862083318111255128
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