3 research outputs found

    Influência do Tratamento por Realidade Virtual no Equilíbrio de um Paciente com Paralisia Cerebral

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    The improvement of maintaining postural balances its essential i for those who have some motor impairment, such as Cerebral Palsy (CP). Virtual Reality (VR) is a feature that is standing out in neurological rehabilitation, but there are few studies regarding adult patients with CP. This study aimed to investigate the infl uence of the VR through the Wii on balance in standing position from a patient with Spastic Hemiplegic CP. It was used the equipment Nintendo® Wii, with the game Wii Fit Plus, where the training chosen stimulated the latero-lateral and anterior-posterior patient’s balance. The instruments used were: Berg Balance Scale, Functional Independence Measure, and 3 Neurocom Balance Master Systems tests: Limits of Stability, Tandem Walk and Step/ Quick Turn. The treatment protocol consisted of 10 sessions, with 30 minutes each, performed twice a week for 38 days. At the end of treatment, a signifi cant increase in the scores of various test items performed was observed, which resulted in an improvement of patient’s balance. Results suggest a benefi cial infl uence of the video game Wii regarding to postural balance and functional capacity of patients with PC, which become more confi dent to carry out their activities of daily living.A melhora da capacidade de manutenção do equilíbrio é essencial para quem apresenta algum comprometimento motor, como a Paralisia Cerebral (PC). A realidade virtual (RV) já se destaca na reabilitação neurológica, porém com poucos estudos que abordem pacientes adultos com PC. Este estudo teve como objetivo investigar a infl uência da RV por meio de jogos de vídeo Wii no equilíbrio em posição ortostática de um paciente com PC Espástica Hemiparética. Foi utilizado o equipamento Nintendo® Wii, com o jogo Wii Fit Plus, em treinamentos que estimularam o equilíbrio látero-lateral e ântero-posterior do paciente. Os instrumentos aplicados foram: Escala de Equilíbrio de Berg, Medida de Independência Funcional, além de 3 testes do Neurocom Balance Master: Limits of Stability, Tandem Walk e Step/Quick Turn. O protocolo de tratamento consistiu de 10 sessões, 30 minutos cada, duas vezes por semana por 38 dias. Ao fi nal foi possível observar um aumento expressivo na pontuação de vários itens dos testes realizados, implicando na melhora da capacidade de equilíbrio do paciente. Esses resultados sugerem a infl uência benéfi ca do Wii no que concerne o equilíbrio e capacidade funcional do portador de PC, tornando-o mais confi ante para realizar suas atividades diárias

    Effect of a rehabilitation program using virtual reality for balance and functionality of chronic stroke patients

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    AbstractThis study aimed to investigate the effect of a rehabilitation program using virtual reality (VR) in addition to conventional therapy for improvement of balance (BERG scale) and functional independence (FIM scale) in chronic stroke patients. Ten individuals, mean age of 51.4 (± 6.7 years), participated of eight 60-minute sessions comprising kinesiotherapy (15min), Nintendo Wii (30min) and Learning transfer (15min) exercises. After training, nonparametric statistical analysis showed significant improvement in total FIM (p= .01) and BERG scores (p= .00), and in some of their subitems: FIM - dressing lower body (p= .01), transfer to bathtub/shower (p= .02) and locomotion: stairs (p= .03); BERG - reaching forward with outstretched arm (p= .01), retrieving object from the floor (p= .04), turning 360º (p= .01), placing alternate foot on step (p≤ .01), standing with one foot in front (p= .01), and one leg stand (p= .03). These findings suggest a positive influence of virtual reality exercises adjunct to conventional therapy on rehabilitation of balance and functionality post stroke, and indicate the feasibility of the proposed VR-based rehabilitation program
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