scholarly journals Effect of Oculus Guided Physical Therapy in Adjunct to Conventional Therapy in Knee Osteoarthritis Patients-A Research Protocol

Author(s):  
Shrushti Jachak ◽  
Pratik Phansopkar ◽  
Neha Chitale

Background: Osteoarthritis is the most prevalent disorder affecting the quality of life of older people. Eventually, the protecting tissue at the ends of bones degrades. One of the commonest type is osteoarthritis of knee. Knee osteoarthritis is linked to three main symptoms: knee pain, swelling, and decreased quadriceps mobility. Knee osteoarthritis can be treated with various physical therapy interventions, physiotherapy shows effective results. Visual reality can be used for the physical rehabilitation. In this study an attempt is been made to use the oculus quest for rehabilitation of knee osteoarthritis patients in adjunct to the conventional treatment. Objectives: To demonstrate the effect of a conventional treatment regimen on lower limb function in patients with knee osteoarthritis. To demonstrate the influence of virtual reality-based games on lower limb function in individuals with knee osteoarthritis. In patients with knee osteoarthritis, the effect of virtual reality physical therapy in addition to traditional therapy was compared to the effect of simply conventional therapy. Methods: The aim of this study is to look at the effects of VR-based exercise as an adjunct to conventional therapy. To that aim, a pre and post experimental design will be used, with a control group receiving just conventional therapy (strengthening, ultrasound, Maitland mobilization) and an experimental group receiving conventional treatment as well as the VR-based exercise. Data collected will be examined using the SPSS variant. Conclusion: Conclusion will be drawn based on the effect of virtual reality based exercises and conventional exercises. Which will help the therapist as well as patient in better treatment approach towards knee osteoarthritis.

2016 ◽  
Vol 2016 ◽  
pp. 1-12 ◽  
Author(s):  
I. Dimbwadyo-Terrer ◽  
A. Gil-Agudo ◽  
A. Segura-Fragoso ◽  
A. de los Reyes-Guzmán ◽  
F. Trincado-Alonso ◽  
...  

The aim of this study was to investigate the effects of a virtual reality program combined with conventional therapy in upper limb function in people with tetraplegia and to provide data about patients’ satisfaction with the virtual reality system. Thirty-one people with subacute complete cervical tetraplegia participated in the study. Experimental group received 15 sessions with Toyra®virtual reality system for 5 weeks, 30 minutes/day, 3 days/week in addition to conventional therapy, while control group only received conventional therapy. All patients were assessed at baseline, after intervention, and at three-month follow-up with a battery of clinical, functional, and satisfaction scales. Control group showed significant improvements in the manual muscle test (p= 0,043, partialη2= 0,22) in the follow-up evaluation. Both groups demonstrated clinical, but nonsignificant, changes to their arm function in 4 of the 5 scales used. All patients showed a high level of satisfaction with the virtual reality system. This study showed that virtual reality added to conventional therapy produces similar results in upper limb function compared to only conventional therapy. Moreover, the gaming aspects incorporated in conventional rehabilitation appear to produce high motivation during execution of the assigned tasks. This trial is registered with EudraCT number2015-002157-35.


Author(s):  
Patcharee Kooncumchoo ◽  
Phuwarin Namdaeng ◽  
Somrudee Hanmanop ◽  
Bunyong Rungroungdouyboon ◽  
Kultida Klarod ◽  
...  

Chronic stroke leads to the impairment of lower limb function and gait performance. After in-hospital rehabilitation, most individuals lack continuous gait training because of the limited number of physical therapists. This study aimed to evaluate the effects of a newly invented gait training machine (I-Walk) on lower limb function and gait performance in chronic stroke individuals. Thirty community-dwelling chronic stroke individuals were allocated to the I-Walk machine group (n = 15) or the overground gait training (control) group (n = 15). Both groups received 30 min of upper limb and hand movement and sit-to-stand training. After that, the I-Walk group received 30 min of I-Walk training, while the control followed a 30-minute overground training program. All the individuals were trained 3 days/week for 8 weeks. The primary outcome of the motor recovery of lower limb impairment was measured using the Fugl–Meyer Assessment (FMA). The secondary outcomes for gait performance were the 6-minute walk test (6 MWT), the 10-meter walk test (10 MWT), and the Timed Up and Go (TUG). The two-way mixed-model ANOVA with the Bonferroni test was used to compare means within and between groups. The post-intervention motor and sensory subscales of the FMA significantly increased compared to the baseline in both groups. Moreover, the 6 MWT and 10 MWT values also improved in both groups. In addition, the mean difference of TUG in the I-Walk was higher than the control. The efficiency of I-Walk training was comparable to overground training and might be applied for chronic stroke gait training in the community.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Chao Gao ◽  
Yongli Wu ◽  
Junting Liu ◽  
Runhan Zhang ◽  
Manting Zhao

As times go by, people’s standard of living is constantly improving, but the medical pressure exerted by children with cerebral palsy is also increasing and the recovery of lower limb function in children with cerebral palsy after treatment has also gets people’s attention. Of course, the relevant medical equipment is constantly improving, especially the appearance of virtual reality technology, which has played an extremely important role in restoring the lower extremities of children with cerebral palsy. In order to study the role that virtual reality technology can play in children with cerebral palsy, this article collects relevant information, builds a case template, and uses comprehensive quantification by investigating patients, examining relevant documents, and interviewing professionals. With qualitative analysis, a damage assessment matrix is created. Experimental results prove that the use of virtual reality technology can improve the treatment efficiency of children with cerebral palsy by more than 30%. In terms of the rehabilitation effect of children’s lower limb function, virtual reality technology is more targeted for the treatment of children with far-reaching effects. It is much higher than traditional treatment methods, and the mobility of the children’s lower limbs is restored by more than 80%. This shows that virtual reality technology can play an important role in the rehabilitation of the lower limbs of children with cerebral palsy.


2018 ◽  
Vol 37 (11) ◽  
pp. 3115-3123 ◽  
Author(s):  
Yusuke Suzuki ◽  
Hirotaka Iijima ◽  
Yuto Tashiro ◽  
Yuu Kajiwara ◽  
Hala Zeidan ◽  
...  

2019 ◽  
Vol 2019 ◽  
pp. 1-12 ◽  
Author(s):  
Han Suk Lee ◽  
Yoo Junk Park ◽  
Sun Wook Park

Objective. The aim of this study was to perform a meta-analysis to examine whether virtual reality (VR) training is effective for lower limb function as well as upper limb and overall function in chronic stroke patients. Methods. Three databases, OVID, PubMed, and EMBASE, were used to collect articles. The search terms used were “cerebrovascular accident (CVA),” “stroke”, and “virtual reality”. Consequently, twenty-one studies were selected in the second screening of meta-analyses. The PEDro scale was used to assess the quality of the selected studies. Results. The total effect size for VR rehabilitation programs was 0.440. The effect size for upper limb function was 0.431, for lower limb function it was 0.424, and for overall function it was 0.545. The effects of VR programs on specific outcomes were most effective for improving muscle tension, followed by muscle strength, activities of daily living (ADL), joint range of motion, gait, balance, and kinematics. Conclusion. The VR training was effective in improving the function in chronic stroke patients, corresponding to a moderate effect size. Moreover, VR training showed a similar effect for improving lower limb function as it did for upper limb function.


Medicine ◽  
2021 ◽  
Vol 100 (46) ◽  
pp. e27647
Author(s):  
Haoyun Zheng ◽  
Dong Zhang ◽  
Yonggang Zhu ◽  
Qingfu Wang

Author(s):  
Arūnė Dūdaitė ◽  
Vilma Juodžbalienė

Research background. Virtual reality and visual feedback improve motor performance, motor function and balance, so we want to fnd if it affects the function of legs and balance of children with spastic hemiplegia. Research aim was to establish if the use of virtual reality and visual feedback with traditional physiotherapy improve the function of legs and balance of children with cerebral palsy. Methods. Nine children with cerebral palsy participated in the research. Participants were randomly divided into two groups – virtual reality group (n = 6) and control (n = 3). Virtual reality group practised exergaming and stretching exercises for 10 weeks, twice a week. Control group practiced conventional physiotherapy and stretching exercises for 6 weeks, twice a week. We measured the range of motion of the lower limb, spasticity of the lower limb using Modifed Ashworth’o Scale, static, dynamic balance, trunk coordination using Trunk Impairment Scale at the start and the end of the research, and balance using Pediatric Balance Scale. Results. Virtual reality and visual feedback reduced the spasticity of the lower limb, improved balance and postural control for children with cerebral palsy, but it did not improve the range of motion of the lower limb of children with cerebral palsy. Conclusions. Virtual reality and visual feedback did not improve the range of motion of the lower limb of children with cerebral palsy. Virtual reality and visual feedback reduced spasticity of the lower limb, improved balance and postural control for children with cerebral palsy.Keywords. Cerebral palsy, virtual reality, visual feedback, postural control, muscle architecture.


2021 ◽  
Vol 17 (4) ◽  
pp. 247-255
Author(s):  
Rahim Nor ◽  
Maria Justine ◽  
Angelbeth Joanny ◽  
Azrul Anuar Zolkafli

This study determined the effectiveness of a 3-month group-based multicomponent exercise program in the mobility, balance confidence, and muscle performance of older adults. A total of 40 participants (mean age=70.60±6.25 years completed pre- and posttest clinical intervention measures of mobility using the Timed Up and Go (TUG) test, balance confidence using the Activities-specific Balance Confidence scale, upper limb strength (handgrip dynamometer), and lower limb function (30-sec chair rise test). Data were analyzed using paired t-test and based on TUG criteria for risk of fall (low- and high-risk groups). Significant improvements were found in all measures (All P<0.05) following the 3-month program. Measures according to the risk of fall categories were also significantly improved (P<0.01), except the left handgrip strength (P>0.05). The low-risk group showed a higher improvement in mobility (14.87% vs. 11.74%), balance confidence (34.21% vs. 26.08%), and lower limb function (96.87% vs. 21.20%) but was not significantly different from the high-risk group (P>0.05). A group-based multicomponent exercise program benefited the physical functions of older adults at low- or high risk of falls.


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