KMID : 1142620180100020053
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Korea Aging Friendly Industry Association 2018 Volume.10 No. 2 p.53 ~ p.63
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The Effect of XBOX based Virtual Reality Training on Stroke Patients¡¯ Upper Limb Function and Activities of Daily Living
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Lee Da-Som
Kim Deok-Ju
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Abstract
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Objective: The purpose of this study is to find how virtual realty training influences stroke patients¡¯ upper limb function and their activities of daily living.
Method: The subjects of this study were 4 stroke patients who had had occupational therapy at N rehabilitation hospital situated in Yangpyeong-gun, Gyeonggi-do from Apr. 1 to May 1, 2018.
The study subjects were divided into experimental group and control group and had training twice a week for 4 weeks and 30 minutes each time. The experimental group underwent both general rehabilitation therapy and XXBox Kinect. The control group had only general rehabilitation therapy. Before and after the intervention, the study subjects¡¯ upper limb function and activities of daily living were evaluated. Data analysis was conducted with evaluation score in order to find differences before and after the experiment of each group.
Result: Both the experimental group and the control group had improvements after the intervention.
Nevertheless, the experimental group had more improvements in shoulder flexion and abduction of MET and shoulder motion in the FMA flexor synergy which are related to upper limb function, and personal hygiene and dressing of MBI related to activities of daily living, than the control group.
Conclusion: The experimental group of stroke patients which received XBox Kinect based virtual reality training showed more improvements in upper limb function and activities of living than the control group.
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KEYWORD
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Stroke, XBox Kinect, Upper Limb Function, Activities of Daily Living
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