The aim of this study was to analyze the effect of virtual reality-based (VR) therapy on balance training of patients after stroke. 10 hemiparetic participants received twelve individual physical therapy sessions using the VR therapeutic, through Nintendo Wii® Fit Plus and Wii Sports Resort™. The analysis revealed that the Dynamic Gait Index (DGI) instrument, responsible for evaluating the dynamic balance, obtained significant difference (p=0.0085) between the basal (17.30±3.59) and final (20.30±2.94) evaluation. The Penguin Slide game had no significance between the scores (p=0.918), but there was a moderate correlation between the DGI instrument (r=0.662; p=0.037). This study obtained favorable results related to dynamic balance and also suggests that VR therapy as in general influenced the improvement of dynamic balance in individuals with hemiparesis after stroke.
The research field between spirituality and disease is increasingly evident, however, the
relationship between spirituality/religiosity coping in post-stroke individuals has not been found in
the literature. To correlate spiritual/religious coping and functional capacity in hemiparetics
submitted to Group Physiotherapy in Circuit Format (GPCF). Cross-sectional study with 8 chronic
hemiparetic patients in GPCF. At first, the initial evaluation was applied and after 8-weeks
intervention, following CRE-brief and Timed Up and Go (TUG). There was no correlation between
the CRE-brief questionnaire with TUG (r=-0.618 and p=0.102), but the effect size showed a large
clinical effect (0.94). The GPCF did not promote improvement in functional capacity at the end of
8-weeks intervention and no significant correlation between CRE-brief and TUG. However, it was
demonstrated positive effect in fighting of the disease and a great clinical effect among the
applied evaluations.
Objetivo: Avaliar os efeitos da realidade virtual sobre a funcionalidade da marcha e percepção de mudança de indivíduos com hemiparesia crônica. Métodos: Estudo clínico piloto do tipo experimental, longitudinal, prospectivo e de braço único. A amostra foi composta por indivíduos hemiparéticos submetidos ao treinamento funcional em ambiente de realidade virtual (RV). Na avaliação inicial (AV1) utilizou-se o Timed Up and Go (TUG) para análise da mobilidade e após 12 sessões de RV, na avaliação final (AV2), acrescentou-se a Escala de Mudança Percebida (EMP). Para verificar a normalidade dos dados utilizou-se o teste de Shapiro-Wilk, o teste T-Student ou de Wilcoxon para comparar os dados (p ≤ 0,05) e o Effect Size (ES) pela fórmula de Cohen (d) para o tamanho do efeito. Resultados: Dez indivíduos hemiparéticos (64,6 ± 9,53 anos) realizaram o TUG (AV1) em 14,59 ± 5,03 segundos e AV2 em 13,96 ± 4,64 segundos (p = 0,18) e o EF teve efeito insignificante (d = 0,14). O jogo Free Step apresentou diferença significativa entre a primeira e última sessão (p = 0,004) e na EMP os valores obtidos foram de 2,57 ± 0,3 de três pontos. Conclusão: A RV não promoveu melhora significante na mobilidade funcional, mas os indivíduos relataram mudanças positivas em alguns componentes da EMP.
Stroke maylead to total and/or partial loss of normal function inone of the upper limbs, and therehabilitation is one of the main focuses of physiotherapists.The objective was to analyze the effects of virtual reality on upper limb functional capacity in individuals with hemiparesis. Initially they were evaluated for manual dexterity by the Nine Hole Peg Test (NHPT) and Box and Blocks Test (BBT) then be conductedto perform a 16-session protocol using virtual reality game through Nintendo WiiTMconsole. ™.We included 10 individuals with mean age of 64.5±9.54 and did not demonstrated significant results when comparing the moments, only a small effect (d=0.23) was found in the left upper limb in the NHPT. It was concluded, there was no significant improvement in the functional capacity of the upper limbs using virtual reality in individuals with hemiparesis.
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