Stationary walking performance of post-stroke patients and healthy individuals in real and virtual non-immersive environments

IF 0.3 Q4 REHABILITATION
Ailton Barbosa da Silva Júnior, Beatriz Cristina Medeiros de Lucena, E. Silva-Filho, A. Fernandes
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引用次数: 1

Abstract

BACKGROUND: Several therapies are being used for the rehabilitation of stroke patients, such as Virtual Reality (VR) which has emerged as an interactive intervention to motivate and rehabilitate post-stroke patients. However, data comparison between the virtual and real environments is inconclusive. Thus, this study aimed to compare the kinematics and performance of the affected lower limb of post-stroke patients and healthy individuals during stationary walking activity between the real and virtual non-immersive environments. METHODS: A cross-sectional study was conducted with 10 stroke patients and 10 healthy individuals, matched for gender and age. The participants performed stationary walking in a real and non-immersive virtual environment (Wii Fit Plus® –Running mode) for 3 minutes in random order. The performance was measured in both environments using the number of steps, while the kinematics was assessed by calculating the mean maximum flexion and extension of each joint (hip, knee, and ankle) of the affected lower limb. RESULTS: Post-stroke patients performed a higher total number of steps (p = 0.042), mainly in the third minute (p = 0.011), less knee flexion (p = 0.001) and total knee range of motion (p = 0.001) in the virtual compared with the real environment. CONCLUSIONS: Post-stroke patients performed more steps, with a faster cadence and smaller knee range of motion on the affected side in non-immersive virtual environment compared with the real environment.
脑卒中后患者和健康个体在真实和虚拟非沉浸式环境中的静止行走表现
背景:目前有几种治疗方法被用于脑卒中患者的康复,例如虚拟现实(VR),它已经成为一种互动干预手段来激励和康复脑卒中后患者。然而,虚拟环境和真实环境之间的数据比较是不确定的。因此,本研究旨在比较卒中后患者和健康人在真实和虚拟非沉浸式环境中进行静止步行活动时受影响下肢的运动学和表现。方法:对10例脑卒中患者和10例性别、年龄相匹配的健康人进行横断面研究。参与者在真实和非沉浸式虚拟环境(Wii Fit Plus®-跑步模式)中随机行走3分钟。在两种环境下,使用步数来测量性能,而运动学通过计算受影响下肢每个关节(髋关节,膝关节和踝关节)的平均最大屈曲和伸展来评估。结果:卒中后患者在虚拟环境中行走的总步数(p = 0.042)高于真实环境(p = 0.011),主要集中在第3分钟(p = 0.011),膝关节屈曲(p = 0.001)和膝关节总活动度(p = 0.001)低于真实环境。结论:与真实环境相比,卒中后患者在非沉浸式虚拟环境中行走的步数更多,节奏更快,患侧膝关节活动范围更小。
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来源期刊
Physiotherapy Practice and Research
Physiotherapy Practice and Research Health Professions-Occupational Therapy
CiteScore
0.50
自引率
0.00%
发文量
28
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