2014
DOI: 10.1177/0269215514543333
|View full text |Cite
|
Sign up to set email alerts
|

Improvement in balance using a virtual reality-based stepping exercise: a randomized controlled trial involving individuals with chronic stroke

Abstract: SAGE PublicationsLlorens Rodríguez, R.; Gil Gómez, JA.; Alcañiz Raya, ML.; Colomer Font, C.; Noe, E. (2015). Improvement in balance using a virtual reality-based stepping exercise: a randomized controlled trial involving individuals with chronic stroke. Clinical Rehabilitation. 29(3):261-268. doi:10.1177/0269215514543333. Objective: To study the clinical effectiveness and the usability of a virtual reality based intervention compared to conventional physical therapy in the balance recovery of individuals with… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

4
119
0
5

Year Published

2015
2015
2022
2022

Publication Types

Select...
4
4

Relationship

0
8

Authors

Journals

citations
Cited by 108 publications
(128 citation statements)
references
References 23 publications
4
119
0
5
Order By: Relevance
“…Since VR training is characterised by individualised, high intensity training in a variety of virtual environments with a high amount of real-time feedback [13][14][15] it might be valuable in stroke rehabilitation. This is confirmed by recent studies [12,[15][16][17][18]. However, almost all studies on the effect of VR on balance and/or gait ability were conducted in the chronic phase after brain injury [9,12,16,17,[19][20][21][22][23].…”
Section: Introductionsupporting
confidence: 60%
See 1 more Smart Citation
“…Since VR training is characterised by individualised, high intensity training in a variety of virtual environments with a high amount of real-time feedback [13][14][15] it might be valuable in stroke rehabilitation. This is confirmed by recent studies [12,[15][16][17][18]. However, almost all studies on the effect of VR on balance and/or gait ability were conducted in the chronic phase after brain injury [9,12,16,17,[19][20][21][22][23].…”
Section: Introductionsupporting
confidence: 60%
“…This is confirmed by recent studies [12,[15][16][17][18]. However, almost all studies on the effect of VR on balance and/or gait ability were conducted in the chronic phase after brain injury [9,12,16,17,[19][20][21][22][23]. Because of the potential relevant characteristics of VR for motor learning and neuroplasticity [14], VR may be of even more added value during the earlier rehabilitation phase.…”
Section: Introductionmentioning
confidence: 61%
“…[41][42][43][44][45][47][48][49][50][51][52][53][54][55][56] Hand searching did not identify any additional papers. The flow of studies through the review is shown in Figure 1.…”
Section: Flow Of Studies Through the Reviewmentioning
confidence: 99%
“…The majority of the studies reported that the outcome assessors were blinded. Seven studies reported withdrawals 45,[47][48][49][50][51]56 and provided the reasons for these dropouts. All trials were analysed on a per protocol basis.…”
Section: Qualitymentioning
confidence: 99%
“…For instance, a VR program may consist of a box moving from one side to the other; the patient performs an action and observes the displacement of the boxes on the screen). These VR approaches have demonstrated their usefulness in several neurological disorders [43,[47][48][49], with stroke being the subject of the largest number of studies. In fact, a recent Cochrane meta-analysis concluded that VR leads to an improvement in upper limb function and recommended its use as a complementary therapy to the usual therapy for improving the activity of daily living function [50].…”
Section: Aot and Virtual Reality: Two Heads Of The Same Coinmentioning
confidence: 99%