平衡(能力)
平衡训练
物理医学与康复
物理疗法
冲程(发动机)
慢性中风
任务(项目管理)
方差分析
虚拟现实
心理学
随机对照试验
干预(咨询)
动平衡
医学
康复
计算机科学
外科
内科学
工程类
人工智能
经济
物理
管理
精神科
机械工程
量子力学
作者
Camila Souza Miranda,Tatiana de Paula Oliveira,Joyce Xavier Muzzi de Gouvêa,Danielle Borrego Perez,Amélia Pasqual Marques,Maria Elisa Pimentel Piemonte
出处
期刊:Games for health journal
[Mary Ann Liebert]
日期:2019-08-01
卷期号:8 (4): 294-300
被引量:5
标识
DOI:10.1089/g4h.2018.0075
摘要
Objective: In people with chronic stroke, we investigated the transfer of gains obtained after balance training with virtual reality (VR) to an untrained task with similar balance demands. Materials and Methods: This study included 29 people with chronic stroke randomized into two groups: experimental (EG, n = 16) and control (CG, n = 13). The EG performed three sessions of balance training with VR using a platform-based videogame (Nintendo Wii Fit system™) for 1 week. The CG received no intervention. Transfer was evaluated through balance tests on the force platform Balance Master™, performed before and after the intervention period, for both groups. Results: The analysis of variance for repeated measures for game performance in the EG showed statistically significant improvement in scores in all five games after training (AT). In contrast, similar analysis for balance tests for the EG and CG showed no significant differences in performance index scores derived from the Balance Master tests after the intervention period for both groups. Conclusion: People with chronic stroke showed performance improvement AT with VR, but there was no transfer of the gains obtained to an untrained task with similar balance demands.
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