平衡(能力)
随机对照试验
物理医学与康复
物理疗法
康复
伯格天平
平衡训练
认知
医学
虚拟现实
心理学
内科学
计算机科学
精神科
人工智能
作者
Farshad Molhemi,Saeideh Monjezi,Mohammad Mehravar,Mohammad Jafar Shaterzadeh Yazdi,Reza Salehi,Saeed Hesam,Ehsan Mohammadianinejad
标识
DOI:10.1016/j.apmr.2020.09.395
摘要
Abstract
Objective
To assess the efficacy of virtual reality (VR)-based vs conventional balance training on the improvement of balance and reduction of falls in people with multiple sclerosis (PwMS). Design
Single-blinded, randomized, controlled trial. Setting
Musculoskeletal Rehabilitation Research Center, Ahvaz Jundishapur University of Medical Sciences. Participants
PwMS (N=39), randomized into VR (n=19) and control (n=20) groups. Intervention
The VR group performed exergames using Kinect, while the control group accomplished conventional balance exercises. Both groups received 18 training sessions for 6 weeks. Main Outcome Measures
Limits of stability, timed Up and Go (TUG) test, and 10-m walk tests with and without cognitive task and their dual-task costs (DTCs), Berg Balance Scale, Multiple Sclerosis Walking Scale-12, Fall Efficacy Scale-International, Activities-specific Balance Confidence Scale, and fall history were obtained pre- and post intervention and after a 3-month follow-up. Results
At both post intervention and follow-up, TUGcognitive and DTCs on the TUG were significantly lower and the 10-m walkcognitive was significantly higher in the VR group. At follow-up, reaction time and the number of falls demonstrated significant differences favoring the VR group, whereas the directional control revealed significant difference in favor of the control group (P<.05). The other outcomes showed no statistically significant difference at post intervention or follow-up. Conclusions
Both the VR-based and conventional balance exercises improved balance and mobility in PwMS, while each acted better in improving certain aspects. VR-based training was more efficacious in enhancing cognitive-motor function and reducing falls, whereas conventional exercises led to better directional control. Further studies are needed to confirm the effectiveness of recruiting VR-based exercises in clinical settings.
科研通智能强力驱动
Strongly Powered by AbleSci AI