Name: | Description: | Size: | Format: | |
---|---|---|---|---|
613.5 KB | Adobe PDF |
Authors
Advisor(s)
Abstract(s)
Introdução: Os sistemas de jogos de realidade virtual (RV) oferecem a oportunidade de trabalhar com técnicas baseadas em tarefas através um ambiente estimulante, divertido e seguro, garantindo interesse e motivação nos pacientes afetos por acidente vascular encefálico (AVE), treinando a cognição, melhoria motora e estimulando a reorganização cortical. Objetivos: O objetivo deste estudo foi o de analisar o efeito da realidade virtual como recurso de reabilitação da marcha e no equilíbrio postural em pacientes com AVE crónico. Metodologia: Pesquisa de estudos de datados até o 2021 nas bases de dados Web of Science, PEDro e PubMed, inserindo as palavras-chave: Stroke, Virtual Reality, Gait, Balance com as seguintes combinações: “Stroke” AND “Virtual Reality” AND “Gait” OR “Balance”. Em particular na PEDro, foi inserido apenas “Virtual Reality* Stroke* Gait* Balance*”. A qualidade metodológica dos estudos foi analisada através da Escala de PEDro, obtendo uma média de 6/10. Resultados: Nesta revisão foram incluídos 6 artigos com um total de 152 indivíduos entre os 40 e 70 anos. Conclusão: o treino em RV parece ser eficaz na melhoria do equilíbrio e da marcha em pacientes com AVE numa fase crónica quando combinada com a terapia convencional.
Introduction: Virtual reality (VR) gaming systems offer the opportunity to work with task- based techniques through a stimulating, fun and safe environment, ensuring interest and motivation in patients affected by stroke (CVA), training cognition, motor improvement and stimulating cortical reorganization. Objectives: The objective of this study is to analyze the effect of virtual reality technology on gait rehabilitation and postural balance in patients with chronic stroke. Methodology: Studies dated until 2021 in the databases Web of Science, PEDro and Pubmed, inserting the keywords: Stroke, Virtual Reality, Gait, Balance in the following combinations: "Stroke" AND "Virtual Reality" AND "Gait" OR "Balance". In particular in PEDro, only "Virtual Reality* Stroke* Gait* Balance* was inserted". The methodological quality of the studies was analyzed using the Pedro Scale, obtaining an average of 6/10 (Figure 1). Results: This review included 6 articles with a total of 152 individuals between 40 and 70 years. Conclusion: VR training seems to be effective in improving balance and gait in stroke patients in a chronic phase when combined with conventional therapy.
Introduction: Virtual reality (VR) gaming systems offer the opportunity to work with task- based techniques through a stimulating, fun and safe environment, ensuring interest and motivation in patients affected by stroke (CVA), training cognition, motor improvement and stimulating cortical reorganization. Objectives: The objective of this study is to analyze the effect of virtual reality technology on gait rehabilitation and postural balance in patients with chronic stroke. Methodology: Studies dated until 2021 in the databases Web of Science, PEDro and Pubmed, inserting the keywords: Stroke, Virtual Reality, Gait, Balance in the following combinations: "Stroke" AND "Virtual Reality" AND "Gait" OR "Balance". In particular in PEDro, only "Virtual Reality* Stroke* Gait* Balance* was inserted". The methodological quality of the studies was analyzed using the Pedro Scale, obtaining an average of 6/10 (Figure 1). Results: This review included 6 articles with a total of 152 individuals between 40 and 70 years. Conclusion: VR training seems to be effective in improving balance and gait in stroke patients in a chronic phase when combined with conventional therapy.
Description
Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciada em Fisioterapia
Keywords
AVE Realidade virtual Marcha Equilíbrio Stroke Virtual reality Gait Balance