2019
DOI: 10.32598/irj.17.1.89
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The Effects of Virtual Reality on Upper Limb Function in Chronic Stroke Patients: A Clinical Trial

Abstract: Stroke is one of the main causes of disability and mortality worldwide. Most survivors experience impairments in their upper limb motor function. Methods: This experimental study was performed as a clinical trial on 30 chronic stroke patients who experienced stroke from 6 to 96 months ago. Patients were non-randomly divided into the intervention (Virtual Reality besides conventional occupational therapy) and control (conventional occupational therapy) groups. Each treatment session lasted for one hour which wa… Show more

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Cited by 12 publications
(4 citation statements)
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“…Several factors may lead to limited access to these treatment sessions, including the following: difficulty accessing a physiotherapist by the patient, high cost of attending the treatment session, patient's age and disability, the long distance that the patient has to travel, or poor patient compliance [ 6 ]. One of the solutions that can be offered to overcome these problems is to do rehabilitation activities at home; for rehabilitation exercises to be effective at home, high-intensity methods focused on specific repetitions of the practice with the feedback of performance should be used [ 7 ]. Consequently, one of the innovative methods that can obviate the above problems is applying modern games; these games have been used in various fields, including education, public policy, and healthcare [ 8 ].…”
Section: Introductionmentioning
confidence: 99%
“…Several factors may lead to limited access to these treatment sessions, including the following: difficulty accessing a physiotherapist by the patient, high cost of attending the treatment session, patient's age and disability, the long distance that the patient has to travel, or poor patient compliance [ 6 ]. One of the solutions that can be offered to overcome these problems is to do rehabilitation activities at home; for rehabilitation exercises to be effective at home, high-intensity methods focused on specific repetitions of the practice with the feedback of performance should be used [ 7 ]. Consequently, one of the innovative methods that can obviate the above problems is applying modern games; these games have been used in various fields, including education, public policy, and healthcare [ 8 ].…”
Section: Introductionmentioning
confidence: 99%
“…Abbas et al discussed the effect of graded motor rehabilitation and cognitive function training supported by virtual reality (VR) technology on the efficacy of patients with CHF complicated with cognitive impairment [ 9 ]. Soufi Ahmadi et al discussed the application of virtual reality technology in balance function rehabilitation training teaching, providing references and suggestions for using virtual reality technology in balance function rehabilitation training teaching [ 10 ]. Farshad et al evaluated the influence of virtual reality (VR) training on the daily participation of different types of patients through a meta-analysis [ 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…However, the VR therapy systems have been widely used for the upper limb rehabilitation and have been adapted for individual patients after stroke [16]. Furthermore, some clinical trial reports figured out the effectiveness of VR in upper limb function improvement [17][18][19]. However, the systems could not provide a high sense of presence and embodiment to the patients due to using the rendered avatar images instead of real photos.…”
Section: Introductionmentioning
confidence: 99%