Additional virtual reality sitting balance training using XBox kinect™ in patients with neurological disorders

A pilot study

Xina Henry Quadros, Sanjana Rao, Senthil Kumaran Dharmaraj

Research output: Contribution to journalArticle

Abstract

Introduction: Sitting balance is a prerequisite to upper extremity function, standing and walking, which is affected in various neurological diseases. It is important to attain a good level of sitting balance before one can proceed to standing. In recent years, virtual reality game training has gained a widespread application. Aim: This pilot study aimed to examine the role of additional virtual reality sitting balance training using a commercial interactive virtual reality system-Xbox Kinect™ in patients with neurological disorders. Materials and Methods: Four patients with sitting balance impairments following neurological disorders received two weeks of virtual reality based therapy along with the conventional physiotherapy. Sitting balance was evaluated using FIST (Function In Sitting Test) scores at baseline, one week and after two weeks of intervention. Results: All four patients showed clinically significant improvement in FIST score between the pre and post intervention. Percentage of improvement in FIST score was approximately 27% with a minimum change of 10 points in the FIST score Minimal Clinically Important Difference (MCID=6.5). Conclusion: Additional virtual reality training may improve sitting balance control in neurological patients with balance impairments. It can be used as an adjunct in routine neurorehabilitation.

Original languageEnglish
Pages (from-to)YM01-YM03
JournalJournal of Clinical and Diagnostic Research
Volume11
Issue number10
DOIs
Publication statusPublished - 01-10-2017

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Nervous System Diseases
Virtual reality
Virtual Reality Exposure Therapy
User-Computer Interface
Physical therapy
Upper Extremity
Walking

All Science Journal Classification (ASJC) codes

  • Clinical Biochemistry

Cite this

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abstract = "Introduction: Sitting balance is a prerequisite to upper extremity function, standing and walking, which is affected in various neurological diseases. It is important to attain a good level of sitting balance before one can proceed to standing. In recent years, virtual reality game training has gained a widespread application. Aim: This pilot study aimed to examine the role of additional virtual reality sitting balance training using a commercial interactive virtual reality system-Xbox Kinect™ in patients with neurological disorders. Materials and Methods: Four patients with sitting balance impairments following neurological disorders received two weeks of virtual reality based therapy along with the conventional physiotherapy. Sitting balance was evaluated using FIST (Function In Sitting Test) scores at baseline, one week and after two weeks of intervention. Results: All four patients showed clinically significant improvement in FIST score between the pre and post intervention. Percentage of improvement in FIST score was approximately 27{\%} with a minimum change of 10 points in the FIST score Minimal Clinically Important Difference (MCID=6.5). Conclusion: Additional virtual reality training may improve sitting balance control in neurological patients with balance impairments. It can be used as an adjunct in routine neurorehabilitation.",
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Additional virtual reality sitting balance training using XBox kinect™ in patients with neurological disorders : A pilot study. / Quadros, Xina Henry; Rao, Sanjana; Dharmaraj, Senthil Kumaran.

In: Journal of Clinical and Diagnostic Research, Vol. 11, No. 10, 01.10.2017, p. YM01-YM03.

Research output: Contribution to journalArticle

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