Searching for just a few words should be enough to get started. If you need to make more complex queries, use the tips below to guide you.
Article type: Case Report
Authors: Park, SuHoa | Lee, DongGeonb | Hong, SoungKyunc | Cho, KiHund | Lee, GyuChange; *
Affiliations: [a] Rehabilitation Unit, Barunmom M Training Center, Changwon, South Korea | [b] Rehabilitation Center, Shinsegae Nursing Care Hospital, Changwon, South Korea | [c] Sports Rehabilitation Center, Haeundae Bumin Hospital, Pusan, South Korea | [d] Department of Physical Therapy, Korea National University of Transportation, Jeungpyeong, Republic of Korea | [e] Department of Physical Therapy, Kyungnam University, Changwon, Republic of Korea
Correspondence: [*] Address for correspondence: Prof. GyuChang Lee, Department of Physical Therapy, Kyungnam University, 7 Kyungnam-daehak-ro, Masanhappo-gu, Changwon, Gyeongsangnam-do, 51767, Republic of Korea. Tel.: +82 55 249 2739; E-mail: leegc76@hanmail.net.
Abstract: BACKGROUND:With the recent developments in science, full-immersion virtual reality devices have been developed, which may have feasibility for stroke rehabilitation. OBJECTIVE:This case report investigated the feasibility of training using a full-immersion virtual reality video game for improving motor function, balance, and gait in a young stroke survivor. METHOD:The case was a 27-year-old woman with stroke. A training using full-immersion virtual reality video game (Sony PlayStation®VR) was performed for 30 minutes per session, 3 sessions per week, for 6 weeks, with a total of 18 sessions. Before training and at each training for 6 weeks, with a total of 19 times, the motor function, balance, and gait were assessed using the Motor Assessment Scale (MAS), Berg Balance Scale (BBS), Timed Up and Go (TUG) Test, and Tinetti Balance Assessment, 10 Meter Walk Test (10MWT), Tinetti Gait Assessment, and Dynamic Gait Index (DGI). RESULTS:During the training, there were no adverse events reported. The case achieved 14 points higher than the pre-assessment with 34 points on the MAS, 16 points higher than the pre-assessment with 48 points on BBS, 6.85 sec lower than the pre-assessment, with 13.58 sec on TUG, 5 points higher than the pre-assessment with 13 points on the Tinetti Balance Assessment, 5.36 sec lower than the pre-assessment, with 8.15 sec on the 10MWT, 4 points higher than the pre-assessment with 10 points on the Tinetti Gait Assessment, and 10 points higher than the pre-assessment with 21 points on the DGI. CONCLUSION:This case report suggests that training using a full-immersion virtual reality video game may be a safe and effective method to improve motor function, balance, and gait in a young stroke survivor.
Keywords: Full-immersion virtual reality, video game, young stroke, motor function, balance, gait
DOI: 10.3233/NRE-201501
Journal: NeuroRehabilitation, vol. 48, no. 1, pp. 1-8, 2021
IOS Press, Inc.
6751 Tepper Drive
Clifton, VA 20124
USA
Tel: +1 703 830 6300
Fax: +1 703 830 2300
sales@iospress.com
For editorial issues, like the status of your submitted paper or proposals, write to editorial@iospress.nl
IOS Press
Nieuwe Hemweg 6B
1013 BG Amsterdam
The Netherlands
Tel: +31 20 688 3355
Fax: +31 20 687 0091
info@iospress.nl
For editorial issues, permissions, book requests, submissions and proceedings, contact the Amsterdam office info@iospress.nl
Inspirees International (China Office)
Ciyunsi Beili 207(CapitaLand), Bld 1, 7-901
100025, Beijing
China
Free service line: 400 661 8717
Fax: +86 10 8446 7947
china@iospress.cn
For editorial issues, like the status of your submitted paper or proposals, write to editorial@iospress.nl
如果您在出版方面需要帮助或有任何建, 件至: editorial@iospress.nl