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EFFECTS OF FULL IMMERSION VIRTUAL REALITY TRAINING ON BALANCE AND KNEE FUNCTION IN TOTAL KNEE REPLACEMENT PATIENTS: A RANDOMIZED CONTROLLED STUDY
Journal of Mechanics in Medicine and Biology ( IF 0.8 ) Pub Date : 2020-09-18 , DOI: 10.1142/s0219519420400072
SAMWON YOON 1 , HOHEE SON 1
Affiliation  

Background: Recently, new methods have emerged that encourage voluntary participation by allowing patients to perform tasks, including exercises or treatments, in a virtual reality (VR) environment. Aim: This study aimed to examine the effects of full immersion virtual reality training on balance and knee function in patients who had undergone total knee replacement. Design: Single blind randomized controlled trial. Setting: Department of Physical Therapy in a rehabilitation center. Population: A total of 30 elderly patients ([Formula: see text]65 years old) who had undergone total knee replacement. Methods: Participants were randomly allocated to an experimental group ([Formula: see text]) and a control group ([Formula: see text]). The experimental group received with a continuous passive motion machine, exercise therapy, and a full immersion VR training program; the control group received only with a continuous passive motion machine and exercise therapy. Biorescue was used to test static and dynamic balance ability, and the Timed Up and Go and Western Ontario and McMaster Universities tests were used to assess knee function. Paired [Formula: see text]-tests were used to examine differences by time in each group, and independent [Formula: see text]-tests were used to examine differences between the groups. Results: In terms of within-group differences by time, both the experimental group and the control group showed significant changes in the anterior, and posterior limits of stability in both sides; static balance; and knee function. In the between-groups comparison, among static balance tests, there was a significant difference in center of mass path length in the standing position with eyes open ([Formula: see text]); among dynamic balance tests, there were significant differences in left, right, anterior, and posterior limits of stability ([Formula: see text]). Conclusions: VR training produced better early balance ability and knee function than what was seen in the control group. We believe that VR training in initial post-operative rehabilitation of total knee replacement patients may increase the rate of recovery. Clinical Rehabilitation Impact: VR exercise programs are effective in early rehabilitation after total knee replacement, and have clinical value as inexpensive methods that can promote active participation.

中文翻译:

全沉浸式虚拟现实训练对全膝关节置换患者平衡和膝关节功能的影响:一项随机对照研究

背景:最近,出现了新的方法,通过允许患者在虚拟现实 (VR) 环境中执行任务(包括锻炼或治疗)来鼓励自愿参与。目的:本研究旨在检查全沉浸式虚拟现实训练对接受全膝关节置换术患者平衡和膝关节功能的影响。设计:单盲随机对照试验。地点:康复中心的物理治疗科。人群:全膝关节置换术的老年患者([公式:见正文]65岁)共30例。方法:参与者被随机分配到实验组([公式:见正文])和对照组([公式:见正文])。实验组接受连续被动运动机、运动疗法、以及全沉浸式 VR 培训计划;对照组仅接受连续被动运动机和运动疗法。Biorescue 用于测试静态和动态平衡能力,Timed Up and Go 以及西安大略和麦克马斯特大学测试用于评估膝关节功能。配对[公式:见文本]-测试用于检查每组中的时间差异,独立[公式:见文本]-测试用于检查组之间的差异。结果:从时间上的组内差异来看,实验组和对照组的前后稳定限均有显着变化;静平衡;和膝关节功能。在组间比较中,在静态平衡测试中,睁眼站立位质心路径长度有显着差异([公式:见正文]);在动平衡试验中,左右、前、后稳定性极限存在显着差异([公式:见正文])。结论:与对照组相比,VR 训练产生了更好的早期平衡能力和膝关节功能。我们认为,在全膝关节置换患者的初始术后康复中进行 VR 训练可能会提高康复率。临床康复影响:VR 锻炼计划在全膝关节置换术后的早期康复中是有效的,并且作为可以促进积极参与的廉价方法具有临床价值。左、右、前、后稳定性极限存在显着差异([公式:见正文])。结论:与对照组相比,VR 训练产生了更好的早期平衡能力和膝关节功能。我们认为,在全膝关节置换患者的初始术后康复中进行 VR 训练可能会提高康复率。临床康复影响:VR 锻炼计划在全膝关节置换术后的早期康复中是有效的,并且作为可以促进积极参与的廉价方法具有临床价值。左、右、前、后稳定性极限存在显着差异([公式:见正文])。结论:与对照组相比,VR 训练产生了更好的早期平衡能力和膝关节功能。我们认为,在全膝关节置换患者的初始术后康复中进行 VR 训练可能会提高康复率。临床康复影响:VR 锻炼计划在全膝关节置换术后的早期康复中是有效的,并且作为可以促进积极参与的廉价方法具有临床价值。我们认为,在全膝关节置换患者的初始术后康复中进行 VR 训练可能会提高康复率。临床康复影响:VR 锻炼计划在全膝关节置换术后的早期康复中是有效的,并且作为可以促进积极参与的廉价方法具有临床价值。我们认为,在全膝关节置换患者的初始术后康复中进行 VR 训练可能会提高康复率。临床康复影响:VR 锻炼计划在全膝关节置换术后的早期康复中是有效的,并且作为可以促进积极参与的廉价方法具有临床价值。
更新日期:2020-09-18
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