Literature DB >> 32176674

Non-immersive Virtual Reality Rehabilitation Applied to a Task-oriented Approach for Stroke Patients: A Randomized Controlled Trial.

Hye-Sun Lee1, Jae-Heon Lim2, Byeong-Hyeon Jeon3, Chiang-Soon Song4.   

Abstract

BACKGROUND: Virtual reality (VR) training allows the creation of the most applicable practice environment incorporated into computer-generated multisensory imagery.
OBJECTIVES: The purpose of this study was to investigate the effects of a virtual training program based on a RAPAEL smart glove on the upper extremity function and quality of life of community-dwelling individuals with chronic hemiparetic stroke.
METHODS: Thirty-six outpatients diagnosed as having a first stroke were selected to receive a therapeutic rehabilitation program at local rehabilitation units. Participants were allocated randomly into two groups: the non-immersive VR training (intervention) group and the recreational activity (control) group. The intervention group received non-immersive VR training using a RAPAEL smart glove for 30 minutes per session, 3 days a week for 8 weeks. The control group performed recreational activities for the same period and also participated in a conventional rehabilitation program for 30 minutes per session, 3 days a week for 8 weeks as an additional therapy. To analyze the effects of the non-immersive VR intervention on upper extremity function, four clinical measures, namely the box and block test (BBT), the Wolf motor function test (WMFT), the Jebsen-Taylor hand function test (JTT), and a grip strength test, were used in this study. For the secondary clinical outcome, the trail-making test (TMT) was used to determine any improvement in cognitive function.
RESULTS: At week 8, upon completion of the non-immersive VR-training the intervention group demonstrated significantly greater WMFT scores (73.0±12.9 to 81.6±7.5), BBT scores (27.3±8.9 to 34.2±7.1), and grip strength (19.2±8.2 to 23.8±8.5) compared with WMFT scores (70.4±12.1 to 73.2±13.1), BBT scores (27.1±10.5 to 28.8±12.9), and grip strength (18.4±4.2 to 18.3±4.9) in the control group.
CONCLUSIONS: This study suggests that virtual upper extremity training using the RAPAEL smart glove has reasonable and beneficial effects on upper extremity and cognitive function for chronic hemiparetic stroke survivors.

Entities:  

Keywords:  Stroke; Upper extremity; Virtual reality

Mesh:

Year:  2020        PMID: 32176674     DOI: 10.3233/RNN-190975

Source DB:  PubMed          Journal:  Restor Neurol Neurosci        ISSN: 0922-6028            Impact factor:   2.406


  9 in total

1.  Non-Immersive Virtual Reality as an Intervention for Improving Hand Function and Functional Independence in Children With Unilateral Cerebral Palsy: A Feasibility Study.

Authors:  Chanan Goyal; Vishnu Vardhan; Waqar Naqvi
Journal:  Cureus       Date:  2022-06-19

2.  Immersive Virtual Reality in Stroke Patients as a New Approach for Reducing Postural Disabilities and Falls Risk: A Case Series.

Authors:  Irene Cortés-Pérez; Francisco Antonio Nieto-Escamez; Esteban Obrero-Gaitán
Journal:  Brain Sci       Date:  2020-05-15

Review 3.  A Systematic Review of Commercial Smart Gloves: Current Status and Applications.

Authors:  Manuel Caeiro-Rodríguez; Iván Otero-González; Fernando A Mikic-Fonte; Martín Llamas-Nistal
Journal:  Sensors (Basel)       Date:  2021-04-10       Impact factor: 3.576

4.  Feasibility and safety of an immersive virtual reality-based vestibular rehabilitation programme in people with multiple sclerosis experiencing vestibular impairment: a protocol for a pilot randomised controlled trial.

Authors:  Cristina García-Muñoz; María Jesús Casuso-Holgado; Juan Carlos Hernández-Rodríguez; Elena Pinero-Pinto; Rocío Palomo-Carrión; María-Dolores Cortés-Vega
Journal:  BMJ Open       Date:  2021-11-22       Impact factor: 2.692

5.  Comparison of the effect of 360° versus two-dimensional virtual reality video on history taking and physical examination skills learning among undergraduate medical students: a randomized controlled trial.

Authors:  Yi-Ping Chao; Chung-Jan Kang; Hai-Hua Chuang; Ming-Ju Hsieh; Yu-Che Chang; Terry B J Kuo; Cheryl C H Yang; Chung-Guei Huang; Tuan-Jen Fang; Hsueh-Yu Li; Li-Ang Lee
Journal:  Virtual Real       Date:  2022-08-16       Impact factor: 4.697

6.  Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360° virtual reality application for medical education: a post hoc analysis of a randomized controlled trial.

Authors:  Li-Jen Hsin; Yi-Ping Chao; Hai-Hua Chuang; Terry B J Kuo; Cheryl C H Yang; Chung-Guei Huang; Chung-Jan Kang; Wan-Ni Lin; Tuan-Jen Fang; Hsueh-Yu Li; Li-Ang Lee
Journal:  Virtual Real       Date:  2022-09-14       Impact factor: 4.697

Review 7.  Haptic Glove Systems in Combination with Semi-Immersive Virtual Reality for Upper Extremity Motor Rehabilitation after Stroke: A Systematic Review and Meta-Analysis.

Authors:  Diego Fernández-Vázquez; Roberto Cano-de-la-Cuerda; Víctor Navarro-López
Journal:  Int J Environ Res Public Health       Date:  2022-08-20       Impact factor: 4.614

8.  Effects of a Rehabilitation Program Using a Wearable Device on the Upper Limb Function, Performance of Activities of Daily Living, and Rehabilitation Participation in Patients with Acute Stroke.

Authors:  Yun-Sang Park; Chang-Sik An; Chae-Gil Lim
Journal:  Int J Environ Res Public Health       Date:  2021-05-21       Impact factor: 3.390

Review 9.  Leap Motion Controller Video Game-Based Therapy for Upper Extremity Motor Recovery in Patients with Central Nervous System Diseases. A Systematic Review with Meta-Analysis.

Authors:  Irene Cortés-Pérez; Noelia Zagalaz-Anula; Desirée Montoro-Cárdenas; Rafael Lomas-Vega; Esteban Obrero-Gaitán; María Catalina Osuna-Pérez
Journal:  Sensors (Basel)       Date:  2021-03-15       Impact factor: 3.576

  9 in total

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