| Literature DB >> 27942130 |
Yo-Soon Bang1, Kyung Hyun Son2, Hyun Jin Kim2.
Abstract
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients.Entities:
Keywords: Balance; Virtual reality training; Walking
Year: 2016 PMID: 27942130 PMCID: PMC5140810 DOI: 10.1589/jpts.28.3112
Source DB: PubMed Journal: J Phys Ther Sci ISSN: 0915-5287
The comparison of balance and gait in virtual reality and treadmill
| Period | Virtual reality group (n=20) | Treadmill group (n=20) | |
|---|---|---|---|
| M ± SD | M ± SD | ||
| Left/right weight-bearing (%) | Pre | 17.1 ± 5.5 | 16.9 ± 6.5 |
| Post | 10.6 ± 4.8** | 13.1 ± 5.8*† | |
| Anterior/posterior weight-bearing (%) | Pre | 15.4 ± 6.7 | 15.7 ± 4.6 |
| Post | 10.3 ± 4.7** | 12.9 ± 5.1*† | |
| Affected side stance phase (%) | Pre | 53.7 ± 6.4 | 54.2 ± 7.6 |
| Post | 57.5 ± 5.7* | 55.3 ± 6.4 | |
| Affected side swing phase (%) | Pre | 46.2 ± 6.4 | 45.7 ± 7.6 |
| Post | 42.4 ± 5.7* | 44.6 ± 6.4 | |
| Cadence (steps/min) | Pre | 44.2 ± 5.4 | 43.7 ± 6.4 |
| Post | 48.1 ± 6.1* | 45.2 ± 6.1 | |
*paired t-test, †independent t-test, *,†p<0.05, **,††p<0.01