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Randomized Controlled Trial
The effect of balance training using touch controller-based fully immersive virtual reality devices on balance and walking ability in patients with stroke: A pilot randomized controlled trial.
- Ho-Dong Kwak, Eunjung Chung, and Byoung-Hee Lee.
- Department of Physical Therapy, College of Health and Welfare, Sahmyook University, Seoul, Republic of Korea.
- Medicine (Baltimore). 2024 Jul 5; 103 (27): e38578e38578.
BackgroundFully immersive virtual reality (FIVR) removes information from the real world and replaces it with computer-generated data, creating the impression of being in a genuine virtual world.ObjectiveTo evaluate the effects of balance training using touch controller-based FIVR devices on balance and walking abilities in patients with stroke.MethodsThe participants were randomly categorized into the FIVR group (n = 18) and control group (n = 18). The control group received conventional therapy for 5 sessions, 30 minutes per week, for 5 weeks. The FIVR group practiced additional touch controller-based FIVR balance training for 3 sessions of 30 minutes per week for 5 weeks and changes in balance and walking ability were measured for both groups.ResultsTouch controller-based FIVR balance training significantly improved the Berg Balance Scale (BBS) and, timed up-and-go (TUG) test results (P < .01). There was also significant improvement in gait abilities, including gait velocity, step length of the affected side, stride length, and single limb support of the affected side (P < .01).ConclusionTouch controller-based FIVR balance training improved balance and gait in patients with stroke. These results indicate that touch controller-based FIVR balance training is feasible and suitable for patients with stroke, providing a promising avenue for rehabilitation.Copyright © 2024 the Author(s). Published by Wolters Kluwer Health, Inc.
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