Literature DB >> 28606661

Effects of Virtual Reality Training using Xbox Kinect on Motor Function in Stroke Survivors: A Preliminary Study.

Dae-Sung Park1, Do-Gyun Lee2, Kyeongbong Lee3, GyuChang Lee4.   

Abstract

BACKGROUND: Although the Kinect gaming system (Microsoft Corp, Redmond, WA) has been shown to be of therapeutic benefit in rehabilitation, the applicability of Kinect-based virtual reality (VR) training to improve motor function following a stroke has not been investigated. This study aimed to investigate the effects of VR training, using the Xbox Kinect-based game system, on the motor recovery of patients with chronic hemiplegic stroke.
METHODS: This was a randomized controlled trial. Twenty patients with hemiplegic stroke were randomly assigned to either the intervention group or the control group. Participants in the intervention group (n = 10) received 30 minutes of conventional physical therapy plus 30 minutes of VR training using Xbox Kinect-based games, and those in the control group (n = 10) received 30 minutes of conventional physical therapy only. All interventions consisted of daily sessions for a 6-week period. All measurements using Fugl-Meyer Assessment (FMA-LE), the Berg Balance Scale (BBS), the Timed Up and Go test (TUG), and the 10-meter Walk Test (10mWT) were performed at baseline and at the end of the 6 weeks.
RESULTS: The scores on the FMA-LE, BBS, TUG, and 10mWT improved significantly from baseline to post intervention in both the intervention and the control groups after training. The pre-to-post difference scores on BBS, TUG, and 10mWT for the intervention group were significantly more improved than those for the control group (P <.05).
CONCLUSIONS: Evidence from the present study supports the use of additional VR training with the Xbox Kinect gaming system as an effective therapeutic approach for improving motor function during stroke rehabilitation.
Copyright © 2017 National Stroke Association. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Motor activity; Stroke; Video game; Virtual reality

Mesh:

Year:  2017        PMID: 28606661     DOI: 10.1016/j.jstrokecerebrovasdis.2017.05.019

Source DB:  PubMed          Journal:  J Stroke Cerebrovasc Dis        ISSN: 1052-3057            Impact factor:   2.136


  11 in total

1.  Usability evaluation of an interactive leg press training robot for children with neuromuscular impairments.

Authors:  Farouk Chrif; Hubertus J A van Hedel; Mauro Vivian; Tobias Nef; Kenneth J Hunt
Journal:  Technol Health Care       Date:  2022       Impact factor: 1.205

2.  Acceptability and outcomes of an individualized exergaming telePT program for veterans with multiple sclerosis: a pilot study.

Authors:  Shane Chanpimol; Kimberly Benson; Heidi Maloni; Susan Conroy; Mitchell Wallin
Journal:  Arch Physiother       Date:  2020-10-01

3.  Evaluating the effect and mechanism of upper limb motor function recovery induced by immersive virtual-reality-based rehabilitation for subacute stroke subjects: study protocol for a randomized controlled trial.

Authors:  Qianqian Huang; Wei Wu; Xiaolong Chen; Bo Wu; Longqiang Wu; Xiaoli Huang; Songhe Jiang; Lejian Huang
Journal:  Trials       Date:  2019-02-06       Impact factor: 2.279

4.  The Effects of Virtual Reality Training on Function in Chronic Stroke Patients: A Systematic Review and Meta-Analysis.

Authors:  Han Suk Lee; Yoo Junk Park; Sun Wook Park
Journal:  Biomed Res Int       Date:  2019-06-18       Impact factor: 3.411

5.  A Depth Camera-Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study.

Authors:  Yangfan Xu; Meiqinzi Tong; Wai-Kit Ming; Yangyang Lin; Wangxiang Mai; Weixin Huang; Zhuoming Chen
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

6.  Efficacy of a technology-based client-centred training system in neurological rehabilitation: a randomised controlled trial.

Authors:  Els Knippenberg; Annick Timmermans; Jolijn Coolen; Katrien Neven; Peter Hallet; Jolien Lemmens; Annemie Spooren
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Review 7.  Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review.

Authors:  Soheila Saeedi; Marjan Ghazisaeedi; Sorayya Rezayi
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Review 8.  Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review.

Authors:  Sohrab Almasi; Hossein Ahmadi; Farkhondeh Asadi; Leila Shahmoradi; Goli Arji; Mojtaba Alizadeh; Hoshang Kolivand
Journal:  Biomed Res Int       Date:  2022-03-27       Impact factor: 3.411

9.  KinectGaitNet: Kinect-Based Gait Recognition Using Deep Convolutional Neural Network.

Authors:  A S M Hossain Bari; Marina L Gavrilova
Journal:  Sensors (Basel)       Date:  2022-03-29       Impact factor: 3.576

10.  Effects of exergames training on postural balance in patients who had a chronic stroke: study protocol for a randomised controlled trial.

Authors:  Nathalia Priscilla Oliveira Silva Bessa; Bartolomeu Fagundes de Lima Filho; Candice Simões Pimenta de Medeiros; Tatiana Souza Ribeiro; Tânia Fernandes Campos; Fabrícia Azevêdo da Costa Cavalcanti
Journal:  BMJ Open       Date:  2020-11-04       Impact factor: 2.692

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