Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke

碩士 === 國立陽明大學 === 物理治療暨輔助科技學系 === 104 === Many survivors after stroke suffered postural and balance problems that limited daily life activities. Virtual reality (VR) balance training had already been used in stroke rehabilitation, and previous studies supported that it could improve balance ability...

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Main Authors: Hsin-Chieh Lee, 李欣潔
Other Authors: Wen-Hsu Sung
Format: Others
Language:zh-TW
Published: 2016
Online Access:http://ndltd.ncl.edu.tw/handle/6jmbh6
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spelling ndltd-TW-104YM0055950052019-10-05T03:46:56Z http://ndltd.ncl.edu.tw/handle/6jmbh6 Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke 探討虛擬實境遊戲訓練對中風患者平衡能力之復健成效 Hsin-Chieh Lee 李欣潔 碩士 國立陽明大學 物理治療暨輔助科技學系 104 Many survivors after stroke suffered postural and balance problems that limited daily life activities. Virtual reality (VR) balance training had already been used in stroke rehabilitation, and previous studies supported that it could improve balance ability and increase motivation and pleasure than conventional methods. Kinect for Xbox is a new commercial VR game system which can detect subject’s activities without any body-attached marks and hand-held controllers. Few of studies had investigated the rehabilitation effects on balance with Kinect for patients with stroke. PURPOSE The purpose of this study is to investigate the effects of virtual reality balance training through Kinect for Xbox games in patients with chronic stroke. METHODS Sixty patients (mean age: 56.28±9.80) with mild to moderate motor deficits (Brunnstrom stage: 4.33± 1.40) were recruited and randomly assigned to "VR plus standard rehabilitation group"(n=30), and "standard rehabilitation group" (n=30). After 12 training sessions (90 minutes a time, 2 times a week), the performance was assessed by a blinded assessor. The outcome measures included Force plate, Berg Balance Scale, Functional Reach Test, and Timed Up and Go Test (cognition) for balance evaluations, Modified barthel index for ADL ability, Activities-specific Balance Confidence scale for balance confidence, and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session. Collected data will be analyzed with sample T test by SPSS version 20.0, and alpha level was set at 0.05. RESULTS No significant differences were found between two groups in demographic and all outcome measures data before training. After intervention, VR group showed significant improvement in Berg Balance Scale (42.63±8.45 vs 45.80±6.75, p=0.000), Timed Up and Go (cognitive) Test (26.98 ±14.89 vs 24.13± 11.49, p=0.022). Compared to control group, VR group had more stance symmetry (48.28±4.54 vs 45.80±4.33, p=0.035) and greater pleasure (31.75± 2.69 vs 29.18 ±4.51, p=0.010). However, no significant difference was found in other outcome measure within or between groups. CONCLUSIONS Virtual reality balance training through Kinect for Xbox games plus standard rehabilitation has positive effects on balance ability among patients with chronic stroke. Subjects also have greater pleasure during intervention than standard rehabilitation only method. Wen-Hsu Sung 宋文旭 2016 學位論文 ; thesis 85 zh-TW
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description 碩士 === 國立陽明大學 === 物理治療暨輔助科技學系 === 104 === Many survivors after stroke suffered postural and balance problems that limited daily life activities. Virtual reality (VR) balance training had already been used in stroke rehabilitation, and previous studies supported that it could improve balance ability and increase motivation and pleasure than conventional methods. Kinect for Xbox is a new commercial VR game system which can detect subject’s activities without any body-attached marks and hand-held controllers. Few of studies had investigated the rehabilitation effects on balance with Kinect for patients with stroke. PURPOSE The purpose of this study is to investigate the effects of virtual reality balance training through Kinect for Xbox games in patients with chronic stroke. METHODS Sixty patients (mean age: 56.28±9.80) with mild to moderate motor deficits (Brunnstrom stage: 4.33± 1.40) were recruited and randomly assigned to "VR plus standard rehabilitation group"(n=30), and "standard rehabilitation group" (n=30). After 12 training sessions (90 minutes a time, 2 times a week), the performance was assessed by a blinded assessor. The outcome measures included Force plate, Berg Balance Scale, Functional Reach Test, and Timed Up and Go Test (cognition) for balance evaluations, Modified barthel index for ADL ability, Activities-specific Balance Confidence scale for balance confidence, and Stroke Impact Scale for quality of life. The pleasure scale and adverse events were also recorded after each training session. Collected data will be analyzed with sample T test by SPSS version 20.0, and alpha level was set at 0.05. RESULTS No significant differences were found between two groups in demographic and all outcome measures data before training. After intervention, VR group showed significant improvement in Berg Balance Scale (42.63±8.45 vs 45.80±6.75, p=0.000), Timed Up and Go (cognitive) Test (26.98 ±14.89 vs 24.13± 11.49, p=0.022). Compared to control group, VR group had more stance symmetry (48.28±4.54 vs 45.80±4.33, p=0.035) and greater pleasure (31.75± 2.69 vs 29.18 ±4.51, p=0.010). However, no significant difference was found in other outcome measure within or between groups. CONCLUSIONS Virtual reality balance training through Kinect for Xbox games plus standard rehabilitation has positive effects on balance ability among patients with chronic stroke. Subjects also have greater pleasure during intervention than standard rehabilitation only method.
author2 Wen-Hsu Sung
author_facet Wen-Hsu Sung
Hsin-Chieh Lee
李欣潔
author Hsin-Chieh Lee
李欣潔
spellingShingle Hsin-Chieh Lee
李欣潔
Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
author_sort Hsin-Chieh Lee
title Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
title_short Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
title_full Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
title_fullStr Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
title_full_unstemmed Evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
title_sort evaluation of the rehabilitation effects of virtual reality games on balance for patients with chronic stroke
publishDate 2016
url http://ndltd.ncl.edu.tw/handle/6jmbh6
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