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KMID : 0603920210290020119
Journal of Korean Academy of Occupational Therapy
2021 Volume.29 No. 2 p.119 ~ p.133
Effect of Virtual Reality Therapy on Upper Extremity Function in Patients With Chronic Stroke Patients
Park Ju-Ho

Kim Gyu-Eun
Bae Ji-Hoo
Choi Jong-Min
Abstract
Objective: The purpose of this study is to investigate and systematically consider the virtual reality arbitrators usedto restore the upper limb function in stroke patients over the last decade.

Method: From January 2010 to December 2020, we searched for articles registered in the online databases of RISS,KISS, DBpia, PubMed, ScienceDirect, and Scopus. Finally, 18 Randomized Controlled Trial (RCT) papers wereanalyzed using the PICO method.

Results: The virtual reality arbitration method used to restore the upper limb function in stroke patients was 9geyotogo, a total of 18 times. Among them, Nintendo Wii was the most frequent with 4 applications (22.22%) anda virtual reality program appeared 4 times (22.22%). The research analysis demonstrated that a Nintendo Wii andvirtual reality shows are effective in improving the upper limb function in stroke patients.

Conclusion: The types and frequencies of virtual reality arbitration methods for improving the upper limb functionin stroke patients were presented, along with the most frequently used arbitration methods for a Nintendo Wii andvirtual reality programs. The effect was presented on the bill. The results can be used by clinical therapists asevidence for choosing treatment methods as well as their durations and evaluation tools.
KEYWORD
Virtual Reality Treatment, CVA, Stroke, Upper Extremity Function, Augmented Reality
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