虚拟现实疗法对脑卒中患者偏瘫上肢功能的影响

被引:13
作者
韩晓晓 [1 ]
吴龙强 [1 ,2 ]
何蓉 [1 ,2 ]
徐来 [1 ,2 ]
黄倩倩 [1 ,2 ]
蒋松鹤 [1 ,2 ]
郑余银 [1 ,2 ]
机构
[1] 温州医科大学附属第二医院&育英儿童医院康复医学科
[2] 温州医科大学中美针灸康复研究所智能康复国际(两岸)联盟
关键词
虚拟现实; 脑卒中; 偏瘫; 上肢运动功能;
D O I
暂无
中图分类号
R743.3 [急性脑血管疾病(中风)]; R493 [医学康复(康复疗法)];
学科分类号
100204 [神经病学]; 100232 [康复医学];
摘要
目的观察虚拟现实Wii游戏训练方案结合常规物理治疗对脑卒中患者偏瘫上肢功能的影响。方法选取2014年10月2015年12月我院神经内科、康复医学科住院治疗的脑卒中偏瘫患者57例,随机分成实验1组(n=19)、实验2组(n=19)和对照组(n=19)。三组患者均给予常规药物治疗及物理治疗,实验1组另外增加虚拟现实Wii游戏训练;实验2组增加常规作业疗法,共2周。分别于治疗前后采用Fugl-Meyer评定量表(FMA-UE)和Brunnstrom分期评定上肢及手的运动功能,表面肌电图测定患者肱二、三头肌的积分肌电值,并计算相应的共同收缩率(CR),比较三组的疗效。结果治疗前,三组患者FMA-UE评分、Brunnstrom评分及患肘屈曲肱二头肌CR、伸展肱三头肌CR组间比较,均无明显差异(P>0.05)。治疗2周后,三组患者Brunnstrom评分、患肘屈曲肱二头肌CR组间比较,差异均无统计学意义(P>0.05);实验1组、实验2组与对照组FMA-UE评分、患肘伸展肱三头肌CR组间比较,差异均有统计学意义(P<0.05),实验1组、实验2组均高于对照组,实验1组、实验2组FMA-UE评分、患肘伸展肱三头肌CR组间比较,差异均无统计学意义(P>0.05)。结论虚拟现实Wii游戏训练结合常规物理治疗能更好地提高脑卒中患者偏瘫上肢运动功能以及改善患肘屈伸运动协调性。
引用
收藏
页码:107 / 111
页数:5
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