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虚拟现实技术对脑卒中偏瘫患者平衡功能的疗效 被引量:29

Effect of Virtual Reality Rehabilitation on Balance Function in Stroke Patients with Hemiplegia
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摘要 目的比较基于虚拟现实技术(VR)的平衡训练和传统平衡训练对脑卒中偏瘫患者静态和动态平衡功能的效果。方法20例脑卒中偏瘫患者,随机分为实验组(n=10)和对照组(n=10)。两组患者均进行常规神经内科药物治疗和康复训练。实验组接受"城市驾车""驾船""小径遭遇"等3种VR游戏训练,对照组接受传统平衡训练。分别于训练前、训练4周后采用Berg平衡量表(BBS)、"起立-行走"计时测试(TUGT)评定,采用平衡测试仪对患者的姿势稳定性和稳定极限进行测量。结果训练后,两组BBS和TUGT评分均较训练前显著改善(P<0.001),实验组显著优于对照组(P<0.001)。训练后两组患者部分姿势稳定性和稳定极限参数均较训练前改善(P<0.05),实验组优于对照组(P<0.05)。结论基于VR的平衡训练较传统的平衡训练能更有效地提高脑卒中偏瘫患者的动静态平衡功能。 Objective To compare the effect of virtual reality (VR) based balance training and routine balance training on static and dy-namic balance fimction in stroke patients with hemiplegia. Methods 20 stroke patients with hemiplegia were randomly divided into experi-mental group (n=10) and control group (n=10). Both groups received routine neurology medication and rehabilitation training. The experi-mental group received balance training based on 3 VR games: City Ride, The Boat and Road Encounter, while the control group receivedroutine balance training. They were assessed with Berg Balance Scale (BBS) and Timed Up and Go Test (TUGT), and their postural stabilityand limits of stability were measured with STABLE system before and 4 weeks after training. Results The scores of BBS and TUGT im-proved in both groups after training (P〈0.001), and improved more in the experimental group than in the control group (P〈0.001), as well assome of the parameters of postural stability and limits of stability (P〈0.05). Conclusion Balance training based on VR is more effective thanroutine balance training on the static and dynamic balance function of stroke patients with hemiplegia.
出处 《中国康复理论与实践》 CSCD 北大核心 2014年第5期458-463,共6页 Chinese Journal of Rehabilitation Theory and Practice
基金 中国康复研究中心科研项目(No.2013-16)
关键词 脑卒中 偏瘫 虚拟现实 平衡功能 康复 stroke hemiplegia virtual reality balance fimction rehabilitation
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