Background: Stroke rehabilitation that is based on the patients’ needs, experiences, and priorities requires extensive knowledge and skills to capture and integrate the perspectives of the subject. Purpose: The objective of this study was to evaluate the acute effect of an occupational therapy protocol associated with virtual reality (VR) on the symmetry of body temperature (BTP), balance, and functionality of patients with stroke sequelae. Methods: Ten patients (69.84 ± 7.55 years) diagnosed with stroke between 2 and 10 years earlier were evaluated during clinical care sessions integrated with VR games. Associated with games, all patients were stimulated to use both upper and lower limbs and distribute body weight symmetrically, and perceptual stimuli of body-half training, alignment, postural control, and balance were given. The variables of thermography (temperature [°C] and body asymmetry) of the upper and lower limbs, balance (Berg scale), and functionality were analyzed before and after the test. Results: BTP was reduced in the 4 upper and lower limb body regions of interest: the right arm (p = 0.024, Cohen’s d = 1.02), previous direct hand (p = 0.034, Cohen’s d = 1.22), right back hand (p = 0.003, Cohen’s d = 1.85) and Left (p = 0.013, Cohen’s d = 0.92), right thigh (p = 0.035, Cohen’s d = 1.32), and left thigh (p = 0.047, Cohen’s d = 0.92). The mean of the bilateral asymmetry variation of the arm in the anterior position at the pre test was classified according to the level of attention monitoring (which means that the asymmetry rate is above normal), changing its state at the end of the intervention to normal. There was an increase in the functional independence score (p = 0.015, Cohen’s d = 0.50) and in the static and dynamic balance function (p = 0.001, Cohen’s d = 0.07). Conclusion: VR associated with occupational therapeutic planning can amplify and potentiate neurological recovery following stroke.
The use of virtual reality (VR) in post-stroke patients can maximize praxic-motor skills. The aim of the present study is to investigate whether the use of this interface can improve upper limb muscle strength, balance, body symmetry and functionality. The research was longitudinal, quantitative, case-study with a patient diagnosed with stroke. The selected variables were muscle strength (Load Cell), Body Symmetry (Thermography). The platform of the Nintendo Wii Sports game was used in association with the rehabilitation protocol based on the Bobath concept, in weekly 60 minutes of duration. There was a significant improvement in the scores of the evaluations related to functionality, muscle strength, balance and body symmetry. VR is a biofeedback tool that provides the individual with an immediate return on performance, where body parameters are directly influenced and praxis-motor skills are maximized.
The use of virtual reality (VR) in post-stroke patients can maximize praxic-motor skills. The aim of the present study is to investigate whether the use of this interface can improve upper limb muscle strength, balance, body symmetry and functionality. The research was longitudinal, quantitative, case-study with a patient diagnosed with stroke. The selected variables were muscle strength (Load Cell), Body Symmetry (Thermography). The platform of the Nintendo Wii Sports game was used in association with the rehabilitation protocol based on the Bobath concept, in weekly 60 minutes of duration. There was a significant improvement in the scores of the evaluations related to functionality, muscle strength, balance and body symmetry. VR is a biofeedback tool that provides the individual with an immediate return on performance, where body parameters are directly influenced and praxis-motor skills are maximized.
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