relato de caso RESUMO Objetivo. Analisar os efeitos da realidade virtual em paciente com disfunção vestibular periférica. Método. Estudo experimental com uma paciente de 45 anos, sexo feminino com diagnóstico clínico de vestibulopatia periférica. Os instrumentos utilizados para avaliação foram: o Inventário das Deficiências de Vertigem (DHI) e a Escala de equilíbrio de Berg (EEB). Para intervenção aplicou-se a um protocolo de simulação de realidade virtual, utilizando o equipamento Nintendo Wii e a Plataforma Wii Balance Board. A paciente realizava duas sessões por semana, com duração de 1 hora e 20 minutos em cada sessão, que era composta por 4 jogos que se repetia por 4 vezes, durante um período de 5 semanas. O treinamento consistia de movimentos em um mundo tridimensional com 6 graus de liberdade. Resultados. Na avaliação inicial pela EEB o escore total foi de 41,07% (100% de chance de quedas), enquanto no final do treinamento a soma dos escores foi de 96,42% (4% de chance de queda). No DHI obteve-se 20% do total do escore na avaliação inicial e 2,5% período pós-intervenção, o que indica melhora nos sintomas e tontura. Conclusão. Com este caso foi possível verificar que a terapia virtual foi efetiva, proporcionando melhora da tontura e do equilíbrio. Unitermos. Reabilitação, Equilibrio Postural, TonturaCitação. Costa WCC, Bôas AV, Silva AM, Reis LM, Kosour C, Silva AT. Análise da realidade virtual em paciente com vestibulopatia periférica: Relato de caso. ABSTRACTObjective. To analyze the effects of virtual reality in patients with peripheral vestibular dysfunction. Method. This is an experimental study with a 45 year old female patient with a clinical diagnosis of peripheral vestibular disease. The instruments used for assessment were the Inventory of Vertigo Disabilities (DHI) and the Berg Balance Scale (BBS). In the intervention was applied to a virtual reality simulation protocol, using the equipment Nintendo Wii and the Wii Balance Board Platform. The patient performed two sessions per week, with duration of 1 hour and 20 minutes in each session, which consisted of four games that was repeated 4 times during a 5-week period. The training consisted of movements in three-dimensional world with 6 degrees of freedom. Results. The initial assessment by the BBS total score was 41.07% (100% chance of falls), while at the end of training the sum of the scores was 96.42% (4% chance of falls). In DHI was obtained 20% of the total score at baseline and 2.5% after the intervention period, indicating improvement in symptoms and dizziness. Conclusion. With this case we found that the virtual therapy was effective, providing improvement of dizziness and balance.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.