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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 )
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À̼öÇö ( Lee Su-Hyun )
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±è¼º½Ä ( Kim Seong-Sik )
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À̺´Èñ ( Lee Byoung-Hee )
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KMID : 0895820110210020227
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.
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Stroke; Virtual reality exercise program; Dynamic balance; Walking ability
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