虚拟现实与传统卒中管理在改善日常生活平衡活动方面的比较:一项随机对照试验

Anam Aftab, Sarah Kafeel, Sonia Munir, Habiba Aslam, R. Butt, S. Kaukab
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摘要

背景:脑卒中患者平衡性和日常生活能力的丧失是常见的。常规物理治疗(CPT)在脑卒中的康复中显示出良好的效果,但这些效果非常缓慢。虚拟现实(VR)技术是一种辅助治疗方法,可以与传统的物理治疗相结合应用于神经康复。目的:本研究的目的是确定虚拟现实和常规物理治疗(CPT)在卒中管理中改善日常生活和平衡活动的有效性。方法:将年龄在45-65岁之间的亚急性缺血性卒中患者n=30例分为A组和B组。A组接受虚拟现实训练(VRT)结合常规物理治疗(CPT)进行卒中管理,B组接受常规物理治疗(CPT)。日常生活活动(ADLs)采用Barthel指数(Barthel index)评估,平衡性采用balance Berg量表(BBS)评估。在基线、干预第2周、第4周和干预第6周后收集数据。采用混合方差分析和单因素方差分析来观察交互作用和主要效应。数据采用SPSS 21进行分析。结果:A组平均年龄为51.533±4.82岁,B组平均年龄为52.53±5.01岁。干预措施与评价水平在平衡得分上存在显著交互效应{F=11.705(1.683, 47.134), p<。001年,ηp2 =。295}以及日常生活活动{F=4.782(2.209, 61.841), p=。010年,ηp2 =。干预6周后。结论:两组均能有效改善adl和平衡,但VR比传统平衡训练更有效。关键词:日常生活活动,急性中风,平衡,物理治疗,虚拟现实
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIRTUAL REALITY VERSUS TRADITIONAL STROKE MANAGEMENT IN IMPROVING ACTIVITY OF DAILY LIVING BALANCE: A RANDOMIZED CONTROL TRIAL
Background: Loss of balance and Activity of daily living commonly compromised in stroke patients. Conventional physical therapy CPT) showed promising result in the rehabilitation of stroke, but these effects are very slow. Virtual reality (VR) technology is an adjunctive therapy that could be applied in neurorehabilitation in conjunction with conventional physical therapy. Objective: The aim of the study was to determine the effectiveness of virtual reality and conventional physical therapy (CPT) for stroke management in improving activities of daily living and balance. Methodology: A total of n=30 participants with sub-acute ischemic stroke, aged between 45-65 years, were divided into group A and group B. The group A received virtual reality training (VRT) with conventional physical therapy (CPT) for stroke management, while Group B received conventional physical therapy (CPT). The activities of daily living (ADLs) were assessed through Barthel index and balance was assessed through Balance Berg Scale (BBS). The data was collected at baseline, 2nd week, 4th week and after 6th week of intervention. The mixed ANOVA and One way MANCOVA was applied to see the interaction and main effects. The data was analyzed using SPSS 21. Results: The mean age of study participants of Group A was 51.533±4.82 years and Group B was 52.53±5.01 years. There is significant interaction effect between interventions and level of assessment in Balance score {F=11.705(1.683, 47.134), p<.001, ηp2=.295} as well as activity of daily living {F=4.782(2.209, 61.841), p=.010, ηp2=.146} after 6 week intervention. Conclusion: Both groups were effective in improving ADLs and balance but VR was more effective as compared to traditional balance exercises. Keywords: activities of daily living, acute stroke, balance, physical therapy, virtual reality
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