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The Effects of Training with Immersive Virtual Reality Devices on Balance, Walking and Confidence in Chronic Stroke Patients

  • Hyun-min Moon (Department of Physical Therapy, Graduate School Sahmyook University) ;
  • Ho-dong Gwak (Department of Physical Therapy, Bundang Jesaeng Hospital) ;
  • Jang-hoon Shin (Department of Physical Therapy, Graduate School Sahmyook University) ;
  • Na-eun Byeon (Department of Physical Therapy, Graduate School Sahmyook University) ;
  • Wan-hee Lee (Department of Physical Therapy, Graduate School Sahmyook University)
  • Received : 2024.05.31
  • Accepted : 2024.06.29
  • Published : 2024.06.30

Abstract

Objective: This study aimed to explore the effects of balance training using fully immersive VR devices on the balance and walking abilities of stroke patients. Design: Randomized controlled trial Methods: This study involved 54 stroke patients divided into three groups: VRT(VR and traditional physical therapy), VR(VR only), and TPT(traditional physical therapy only). Interventions were administered twice daily for 30 minutes over eight weeks. Outcome measures included the Berg Balance Scale, Timed Up and Go Test, 10-meter walk test, gait analysis, and Activities-specific Balance Confidence Scale. Results: The VRT and VR groups showed significant effects on spatiotemporal variables and confidence compared to the TPT group (p<0.05). Specifically, the VR group demonstrated superior effects in TUG, 10MWT, velocity, stride length, single-leg support, and ABC compared to the other two groups (p<0.05). Conclusions: Fully immersive VR balance training had a positive impact on balance, walking, and confidence in chronic stroke patients. Traditional physical therapy alone showed limited effectiveness, highlighting the potential of VR-based interventions in stroke rehabilitation. These findings underscore the importance of integrating VR technology into clinical practice to enhance outcomes for stroke survivors.

Keywords

References

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