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Wii-FitTMÀ» ÀÌ¿ëÇÑ °¡»óÇö½Ç ¿îµ¿ÇÁ·Î±×·¥ÀÌ ³úÁ¹Áß È¯ÀÚÀÇ ±ÕÇü ¹× º¸Çà´É·Â¿¡ ¹ÌÄ¡´Â ¿µÇâ The Effects of Virtual Reality Exercise Program with Wii-fitTM on Dynamic Balance and Walking Ability in Patients with Stroke

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±èÁ¤Èñ ( Kim Jung-Hee ) 
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ÀÌÁ¾¼ö ( Lee Jong-Soo ) 
°æÈñ´ëÇб³ ÇѹæÀçÈ°ÀÇÇаú±³½Ç
À̼öÇö ( Lee Su-Hyun ) 
»ïÀ°´ëÇб³ ¹°¸®Ä¡·áÇаú
±è¼º½Ä ( Kim Seong-Sik ) 
»ïÀ°´ëÇб³ ¹°¸®Ä¡·áÇаú
À̺´Èñ ( Lee Byoung-Hee ) 
»ïÀ°´ëÇб³ ¹°¸®Ä¡·áÇаú

Abstract


Objectives: This study was to investigate the effects on using Virtual reality exercise program Wii-Fit^(TM) for dynamic balance and walking ability in patients with stroke.

Methods: The 22 subjects were randomly selected from the patients of the S hospital who met the study conditions. They were divided into a Wii-Fit^(TM)balance game group of 12 patients and a conventional physical therapy group of 10 patients. The Wii-Fit^(TM)balance game group received Wii-Fit^(TM)balance game and general physiotherapy for 5 days a weeks, 30 minutes a day, for a 4 weeks and the conventional physical therapy group received general physiotherapy for the same period. The subjects were measured and compared for Brunel balance assessment, functional gait assessment, 6 minute walk test, GAIT Rite system before and after the program.

Results:The experimental group tend to improve more than control group in shifting the weight to the affected side(p=0.040) and tap test(p<0.001). The experimental group tend to improve more than control group in FGA (p=0.016). The experimental group improved significantly more than control group in 6MWT (p=0.008). The experimental group improved significantly more than control group in gait speed, cadence, stride length.

Conclusions: Virtual Reality program (Wii-Fit^(TM)) with conventional physical therapy shows the benefits on dynamic balance and gait parameters in patients with stroke.

Å°¿öµå

Stroke; Virtual reality exercise program; Dynamic balance; Walking ability

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KCI