BACKGROUND: Stroke is a major cause of motor disability in adults and needs interventions that contribute to motor recovery. OBJECTIVE: This study aimed to compare the immediate effect of the training with virtual reality game in stroke patients according side brain injury. METHODS:The participants included 20 patients (10 right brain injury), mean age of 50.6 ± 9.2 years, and 20 healthy subjects of 50.9 ± 8.8 years. All participants made a kinematic evaluation of drinking a cup of water before and after training with the table tennis game of the XBOX 360 Kinect ® , in two series of 10 tries of 45 s, with 15 minutes rest between them, a total of 30 minutes. Data were analyzed by ANOVA. RESULTS: There was a significant difference in the number of hits between patients and healthy subjects groups, in which patients had a lower performance in all the trials (p = 0.008). After the training, only patients with right brain injury improved their shoulder and elbow angles, approaching the left upper limb movement pattern of healthy subjects (p < 0.05). CONCLUSION: Patients with right brain injury responded better to the virtual reality game, suggesting introduction of new treatment techniques that promote neurorehabilitation.
ResumoIntrodução: o Acidente Vascular Cerebral (AVC) representa a terceira causa de morte em vários países e a principal causa de incapacidade física. Objetivo: avaliar o grau de conhecimento dos pacientes com AVC sobre a patologia. Metodologia: o estudo foi do tipo transversal e a amostra foi de conveniência, sendo composta de 53 pacientes crônicos de AVC. Os pacientes foram avaliados através de questionários, observando-se os aspectos sócio-demográficos e clínicos. Quanto ao conhecimento da patologia foi questionado sobre o significado da sigla, os principais sinais e sintomas, os tipos de AVC e as complicações.
Movement trajectories contain important spatio-temporal information to characterise human activities that require displacements (eg grasp an object). A trajectory (dis)similarity measure is highly relevant in trajectory data analysis. The main purpose of this study was to develop a running version of the Procrustes Method to quantify dissimilarity between trajectories along time, as a method that can be used in further research. Empirical data was used to quantify changes in stroke patients’ movements in a daily life task (drinking water) after participating in a combined rehabilitation program (virtual reality plus conventional therapy). Results of the simulation study reflected the reliability of the Running Procrustes Method to quantify the dissimilarity between trajectories continuously over time. For the empirical data, this method identified critical parts of the drinking water task, providing information that might suggest beneficial effects of the combined program in stroke patients’ daily life tasks.
Background: Given that stroke is the cause of several neurological impairments, it is necessary to evaluate interventions that can improve patients' motor performance and functionality. Objectives: This study aimed to evaluate the motor learning transfer of a training program using a virtual table tennis game. We hypothesized that playing the virtual game may improve the performance of stroke patients in a functional activity (drinking from a glass). Moreover, this virtual reality training may have different effects according to the brain injury side. Methods: A non-randomized controlled study was performed. Sampling was by convenience. Evaluation and revaluation of a drinking from a glass task were conducted through kinematic analysis (transfer test). The training was carried out with XBOX 360 table tennis game (20 attempts). Performance (number of hits) in the game and average angular velocity of the drinking task were analyzed by ANOVA. Results: The study included 20 hemiparesis patients (10 left), mean age 50.6 (SD 9.2) years, and 20 healthy individuals, mean age 50.9 (SD 8.8) years. Patients showed worse performance than healthy subjects; however, they improved performance between the first and last attempts (P = 0.001). In the transfer test, left hemiparetic patients exhibited significant improvement in the shoulder (P = 0.0001) and elbow average angular velocity (P = 0.0001), but this did not occur in right hemiparetic patients (shoulder: P = 0.761; elbow: P = 0.666). Conclusions: The results suggest that the virtual game has clinical potential in the motor learning transfer process to a functional activity in the real world, mainly for patients with right brain injury.
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