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Effects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients

DC Field Value Language
dc.contributor.author조성래-
dc.contributor.author신윤겸-
dc.date.accessioned2022-05-09T17:02:26Z-
dc.date.available2022-05-09T17:02:26Z-
dc.date.issued2022-02-
dc.identifier.issn1661-7827-
dc.identifier.urihttps://ir.ymlib.yonsei.ac.kr/handle/22282913/188348-
dc.description.abstractTherapeutic goals for hemiplegic patients with neurological impairments are mainly focused on improving their independent lives. Based on the previously reported effectiveness of Wii Fit balance training, this study investigated the most influential outcomes after long-term intensive training (including balance and functional factors) on quality of life in hemiplegic patients. The intervention group (n = 21) received Nintendo Wii Fit balance training under supervision, and control group (n = 20) received conventional balance training by an occupational therapist. Two groups were matched based on age and onset duration. Both groups received a total of 15 treatments for 30 min per session, twice a week for 8 weeks. There were significant improvements not only in balance confidence and activities of daily living, but also in body composition, such as fat proportion and metabolic rate, in the intervention group compared to the control group (p < 0.05). In particular, balance confidence significantly affected EuroQoL Visual Analogue Scale according to stepwise multiple regression analyses in this study. These results demonstrated that Wii Fit balance training using virtual reality improved the quality of life of hemiplegic patients while overcoming the asymmetrical weight distribution of the affected side via the self-modulating biofeedback exercises.-
dc.description.statementOfResponsibilityopen-
dc.formatapplication/pdf-
dc.languageEnglish-
dc.publisherMDPI-
dc.relation.isPartOfINTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH-
dc.rightsCC BY-NC-ND 2.0 KR-
dc.subject.MESHActivities of Daily Living-
dc.subject.MESHExercise Therapy / methods-
dc.subject.MESHHemiplegia-
dc.subject.MESHHumans-
dc.subject.MESHPostural Balance-
dc.subject.MESHQuality of Life-
dc.subject.MESHVideo Games*-
dc.subject.MESHVirtual Reality*-
dc.titleEffects of Balance Training Using a Virtual Reality Program in Hemiplegic Patients-
dc.typeArticle-
dc.contributor.collegeCollege of Medicine (의과대학)-
dc.contributor.departmentDept. of Rehabilitation Medicine (재활의학교실)-
dc.contributor.googleauthorJung-Ah Kwon-
dc.contributor.googleauthorYoon-Kyum Shin-
dc.contributor.googleauthorDeok-Ju Kim-
dc.contributor.googleauthorSung-Rae Cho-
dc.identifier.doi10.3390/ijerph19052805-
dc.contributor.localIdA03831-
dc.relation.journalcodeJ01111-
dc.identifier.eissn1660-4601-
dc.identifier.pmid35270497-
dc.subject.keywordWii Fit balance training-
dc.subject.keywordbalance confidence-
dc.subject.keywordhealth-related quality of life-
dc.subject.keywordhemiplegic patients-
dc.contributor.alternativeNameCho, Sung Rae-
dc.contributor.affiliatedAuthor조성래-
dc.citation.volume19-
dc.citation.number5-
dc.citation.startPage2805-
dc.identifier.bibliographicCitationINTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, Vol.19(5) : 2805, 2022-02-
Appears in Collections:
1. College of Medicine (의과대학) > Dept. of Rehabilitation Medicine (재활의학교실) > 1. Journal Papers

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