2020
DOI: 10.21203/rs.3.rs-16509/v1
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Effects Of Virtual Reality Associated With Serious Games For Upper Limb Rehabilitation In Patients With Multiple Sclerosis: A Randomized Controlled Trial

Abstract: Background: Dexterity and activities of daily living limitations on the upper limb (UL) represent one of the most common problems in patients with multiple sclerosis (MS). The aim of this study was to evaluate the effectiveness of the specially developed Serious Games that make use of the Leap Motion Controller (LMC) as main user interface for improving UL grip muscle strength, dexterity, fatigue, quality of life, satisfaction and compliance.Methods: A single-blinded randomized controlled trial was conducted. … Show more

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Cited by 2 publications
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“…It has also shown enhanced upper limb function for multiple sclerosis patients, and in the experimental group compared to the control group, significant improvements were observed in the post-treatment assessment for coordination, speed of movements, and fine and gross upper limb dexterity. Also, significant results were found in the follow-up in coordination, speed of movements, and fine and gross for the more affected side, as demonstrated by Cuesta-Gómez et al [16]. However, findings regarding distal radial fractures were inconclusive, according to Arora et al [17].…”
Section: Figure 7: Spinal Cord Cross Section and Nerve Pathwaysmentioning
confidence: 91%
“…It has also shown enhanced upper limb function for multiple sclerosis patients, and in the experimental group compared to the control group, significant improvements were observed in the post-treatment assessment for coordination, speed of movements, and fine and gross upper limb dexterity. Also, significant results were found in the follow-up in coordination, speed of movements, and fine and gross for the more affected side, as demonstrated by Cuesta-Gómez et al [16]. However, findings regarding distal radial fractures were inconclusive, according to Arora et al [17].…”
Section: Figure 7: Spinal Cord Cross Section and Nerve Pathwaysmentioning
confidence: 91%
“…VR rehabilitation programs were applied for 8-24 sessions, and each session lasted between 15 and 60 minutes (Table 3). In most studies, VR rehabilitation was compared with conventional rehabilitation (38)(39)(40)(41) VR applications are promising approaches used to improve rehabilitation processes. Physiotherapists should be informed of these systems and trained about using them to expand VR use in clinical settings.…”
Section: Effects Of Vr In Technology-based Rehabilitation For Pwmsmentioning
confidence: 99%