- 영문명
- The effects of somesthetic video on ability of balance in stroke patients
- 발행기관
- 대한치료과학회
- 저자명
- 이도현(Lee Do-Hyun) 허진강(Hur Jin-Gang)
- 간행물 정보
- 『대한치료과학회지』Vol. 3, No. 1, 82~92쪽, 전체 10쪽
- 주제분류
- 의약학 > 재활의학
- 파일형태
- 발행일자
- 2011.12.31

국문 초록
영문 초록
Objective : The effect of physically interactive electronic game training on stroke patients' balancing abilities was investigated using Nintendo Wii.
Method: Eight weeks of training was conducted with forty stroke patients divided into experimental and control groups. The patients' balancing abilities were measured by means of a timed up & go (TUG) test, the Korean version of the Berg balance scale, (K-BBS), and the Fugl-Meyer assessment of lower extremities (FMA-LE). These were employed using the area and distance of center of pressure (COP), the left/right weight distribution difference value (L/R WDDV), and clinical assessment indices. A repeated ANOVA was performed to examine the changes in a group during the intervention, and to compare the differences between the groups. A Bonferroni post-hoc test was performed.
Results: A significant difference was found in the non-affected side COP moving distance, L/R WDDV and FMA-LE in the control group (p<.05), and in the COP area, affectedside COP moving distance, non-affected side COP moving distance, L/R WDDV, K-BBS, TUG and FMA-LE(p<.05) while in the experimental group. The comparison between the two groups showed a significant training effect in he COP area, forward moving distance, affectedside COP moving distance, L/R WDDV, K-BBS and TUG(p<.05) in the experimental group.
Conclusion: Physically interactive electronic game training improved the balancing abilities of stroke patients. Therefore, clinical application of physically interactive electronic games may be appropriately provided as a part of a post-discharge home program.
목차
ABSTRACT
Ⅰ. 서론
Ⅱ. 연구 방법
Ⅲ. 연구 결과
Ⅳ. 논의
Ⅴ. 결론
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