Evaluating the effect of immersive virtual reality technology on gait rehabilitation in stroke patients: a study protocol for a randomized controlled trial.

Evaluating the effect of immersive virtual reality technology on gait rehabilitation in stroke patients: a study protocol for a randomized controlled trial.
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评估沉浸式虚拟现实技术对中风患者步态康复的影响:随机对照试验的研究方案。

DOI:
10.1186/s13063-021-05031-z
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发表时间:
2021-01-25
期刊:
影响因子:
2.5
通讯作者:
Cai G
Cai G
中科院分区:
医学4区
文献类型:
--
作者:
Cai H;Lin T;Chen L;Weng H;Zhu R;Chen Y;Cai G

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脑卒中的高发病率使其成为成人残疾的最重要原因之一。步态障碍是脑卒中后遗症的标志性症状之一。步行能力的恢复是提高患者生活质量的关键。创新的虚拟现实技术已广泛应用于脑卒中后康复,其有效性和安全性已得到广泛验证。然而,到目前为止,很少有研究评估沉浸式虚拟现实对中风相关步态康复的影响。本研究概述了沉浸式VR辅助康复在脑卒中患者步态康复中的应用,并与传统康复进行比较评估。该研究描述了一项前瞻性随机对照临床试验。36例卒中患者将在首次卒中后1个月内接受筛选和入组,并随机分为两组。VRT组(n = 18)将接受VR辅助训练(30 min),每周5天,持续3周。非VRT组(n = 18)将接受功能性步态康复训练(30 min),每周5天,共3周。主要结局和次要结局将在干预前、干预后3周和干预后6个月进行。主要结果将包括时间“上升和前进”测试(TUGT)。次要结局将包括MMT肌肉力量分级标准(MMT)、Fugal-Meyer量表(FMA)、运动功能评估量表(MAS)、改良Barthel指数量表(ADL)、最大膝关节角度步、总支撑时间、步频、步长、步速和步长。虚拟现实技术是一项具有广泛应用前景的创新技术。沉浸式VR辅助患者康复,以虚拟游戏的形式呈现生动的治疗场景,通过主动参与激发患者的兴趣。VR游戏的反馈也可以为患者提供性能意识和效果反馈,这可能是激励。本研究可提供一种改良的脑卒中康复方法,为临床决策和未来实践提供帮助。中国临床试验注册中心ChiCTR 1900025375。于2019年8月25日注册在线版本包含补充材料,可通过10.1186/s13063-021-05031-z获得。
The high incidence of cerebral apoplexy makes it one of the most important causes of adult disability. Gait disorder is one of the hallmark symptoms in the sequelae of cerebral apoplexy. The recovery of walking ability is critical for improving patients’ quality of life. Innovative virtual reality technology has been widely used in post-stroke rehabilitation, whose effectiveness and safety have been widely verified. To date, however, there are few studies evaluating the effect of immersive virtual reality on stroke-related gait rehabilitation. This study outlines the application of immersive VR-assisted rehabilitation for gait rehabilitation of stroke patients for comparative evaluation with traditional rehabilitation. The study describes a prospective, randomized controlled clinical trial. Thirty-six stroke patients will be screened and enrolled as subjects within 1 month of initial stroke and randomized into two groups. The VRT group (n = 18) will receive VR-assisted training (30 min) 5 days/week for 3 weeks. The non-VRT group (n = 18) will receive functional gait rehabilitation training (30 min) 5 days/week for 3 weeks. The primary outcomes and secondary outcomes will be conducted before intervention, 3 weeks after intervention, and 6 months after intervention. The primary outcomes will include time “up & go” test (TUGT). The secondary outcomes will include MMT muscle strength grading standard (MMT), Fugal-Meyer scale (FMA), motor function assessment scale (MAS), improved Barthel index scale (ADL), step with maximum knee angle, total support time, step frequency, step length, pace, and stride length. Virtual reality is an innovative technology with broad applications, current and prospective. Immersive VR-assisted rehabilitation in patients with vivid treatment scenarios in the form of virtual games will stimulate patients’ interest through active participation. The feedback of VR games can also provide patients with performance awareness and effect feedback, which could be incentivizing. This study may reveal an improved method of stroke rehabilitation which can be helpful for clinical decision-making and future practice. Chinese Clinical Trial Registry ChiCTR1900025375. Registered on 25 August 2019 The online version contains supplementary material available at 10.1186/s13063-021-05031-z.
DOI: 10.1155/2015/342529
发表时间: 2015
影响因子: --
作者:
Luque-Moreno C;Ferragut-Garcías A;Rodríguez-Blanco C;Heredia-Rizo AM;Oliva-Pascual-Vaca J;Kiper P;Oliva-Pascual-Vaca Á
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期刊: PloS one
影响因子: 3.7
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