| Literature DB >> 32429085 |
Irene Cortés-Pérez1, Francisco Antonio Nieto-Escamez2,3, Esteban Obrero-Gaitán1.
Abstract
Stroke is a neurologic disorder considered the first cause of disability worldwide due to motor, cognitive, and sensorial sequels. Balance dysfunctions in stroke survivors increase the risk of falls and physiotherapeutic rehabilitation is essential to reduce it. Virtual reality (VR) seems to be an alternative to conventional physiotherapy (CT), providing virtual environments and multisensorial inputs to train balance in stroke patients. The aim of this study was to assess if immersive VR treatment is more effective than CT to improve balance after stroke. This study got the approval from the Ethics Committee of the University of Almeria. Three chronic ischemic stroke patients were selected. One patient who received 25 sessions of immersive VR intervention for two months was compared with another patient who received equivalent CT and a third patient with no intervention. Balance, gait, risk of falling, and vestibular and visual implications in the equilibrium were assessed. After the interventions, the two patients receiving any of the treatments showed an improvement in balance compared to the untreated patient. In comparison to CT, our results suggest a higher effect of immersive VR in the improvement of balance and a reduction of falls risk due to the active upright work during the VR intervention.Entities:
Keywords: balance; conventional physiotherapy; falls risk; gait; immersive virtual reality; stroke
Year: 2020 PMID: 32429085 PMCID: PMC7287864 DOI: 10.3390/brainsci10050296
Source DB: PubMed Journal: Brain Sci ISSN: 2076-3425
Main characteristics of patients included in the study.
| CHARACTERISTICS | Participant 1 | Participant 2 | Participant 3 | |
|---|---|---|---|---|
|
|
| 45 | 50 | 53 |
|
| Male | Male | Male | |
|
| 73 | 84 | 65 | |
|
| 175 | 179 | 177 | |
|
| 23.8 | 26.2 | 20.8 | |
|
| Married | Married | Divorced | |
|
| University | Primary | Primary | |
|
|
| Yes | Yes | Yes |
|
| No | No | Yes | |
|
| No | Yes | No | |
|
| Yes | No | No | |
|
| Yes | Yes | Yes | |
|
| 2 | 3 | 1 | |
|
| Yes | Yes | Yes | |
|
| Hematoma | Wounds | Bone fracture | |
|
|
| Ischemic | Ischemic | Ischemic |
|
| Left | Left | Left | |
|
| Yes | Yes | Yes | |
|
| Right | Right | Right | |
|
| 6 months | 9 months | 10 months | |
|
| Immersive VR | CT | NI | |
VR = Virtual Reality; CT = Conventional Therapy; NI = Not Intervention. * Number all falls after stroke.
Main findings in patients.
| VARIABLES | OUTCOMES | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| INTEREST VARIABLE | RATING SCALE | P1 (VR) | P2 (CT) | P3 (NT) | |||||||||
| T0 | T1 | % var | Clin Imp. | T0 | T1 | % var | Clin Imp. | T0 | T1 | % var | Clin Imp. | ||
|
|
| 28 | 34 | 22 | Yes | 15 | 18 | 20 | Yes | 8 | 7 | 12 | No |
|
| 11 | 19 | 72 | Yes | 7 | 9 | 29 | Yes | 6 | 6 | 0 | No | |
|
|
| 5.75 ± 1.25 | 4 ± 1.2 | 30 | Yes | 5.2 ± 2.7 | 4.8 ± 1.8 | 7 | Yes | 3.7 ± 2 | 3.4 ± 1.67 | 8 | Yes |
|
| 427 | 398 | 7 | Yes | 192 | 226 | 17 | Yes | NP | NP | NP | NP | |
|
|
| 24 | 32 | 33 | Yes | 13 | 15 | 2 | Yes | 4 | 4 | 0 | No |
|
| 47 | 40 | 15 | Yes | 59 | 54 | 8 | Yes | 61 | 60 | 2 | Yes | |
|
|
| 29 | 23 | 21 | Yes | 33 | 31 | 7 | Yes | NP | NP | NP | NP |
P = Participant; VR = Virtual Reality; CT = Conventional Therapy; NT = Participant did not have been assisted; T0 = Baseline evaluation; T1 = Final evaluation; Clin Imp = Clinical Improvement; % var = percent change between T0 and T1; BBS = Berg Balance Scale; SVV = Subjective Visual Vertical; ABC = Activities Specific Balance Confidence; FES-I = Falls Efficacy Scale; TGUTP = Timed Get Up and Go Test; NP = Not possible to assess.