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dc.creatorLuque Moreno, Carloses
dc.creatorFerragut Garcías, Alejandroes
dc.creatorRodríguez Blanco, Cleofáses
dc.creatorHeredia Rizo, Alberto Marcoses
dc.creatorOliva Pascual-Vaca, Jesúses
dc.creatorKiper, Paweles
dc.creatorOliva Pascual-Vaca, Ángeles
dc.date.accessioned2018-03-14T12:42:07Z
dc.date.available2018-03-14T12:42:07Z
dc.date.issued2015
dc.identifier.citationLuque Moreno, C., Ferragut Garcías, A., Rodríguez Blanco, C., Heredia Rizo, A.M., Oliva Pascual-Vaca, J., Kiper, P. y Oliva Pascual-Vaca, Á. (2015). A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods. BioMed Research International, 2015, 342529-1-342529-7.
dc.identifier.issn2314-6133es
dc.identifier.urihttps://hdl.handle.net/11441/70970
dc.description.abstractObjective. To develop a systematic review of the literature, to describe the different virtual reality (VR) interventions and interactive videogames applied to the lower extremity (LE) of stroke patients, and to analyse the results according to the most frequently used outcome measures. Material and Methods. An electronic search of randomized trials between January 2004 and January 2014 in different databases (Medline, Cinahl, Web of Science, PEDro, and Cochrane) was carried out. Several terms (virtual reality, feedback, stroke, hemiplegia, brain injury, cerebrovascular accident, lower limb, leg, and gait) were combined, and finally 11 articles were included according to the established inclusion and exclusion criteria. Results. The reviewed trials showed a high heterogeneity in terms of study design and assessment tools, which makes it difficult to compare and analyze the different types of interventions. However, most of them found a significant improvement on gait speed, balance and motor function, due to VR intervention. Conclusions. Although evidence is limited, it suggests that VR intervention (more than 10 sessions) in stroke patients may have a positive impact on balance, and gait recovery. Better results were obtained when a multimodal approach, combining VR and conventional physiotherapy, was used. Flexible software seems to adapt better to patients’ requirements, allowing more specific and individual treatments.es
dc.formatapplication/pdfes
dc.language.isoenges
dc.publisherHindawies
dc.relation.ispartofBioMed Research International, 2015, 342529-1-342529-7.
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectElectronic Gameses
dc.subjectUsage of virtual realityes
dc.subjectUsage of video gameses
dc.subjectPrognosis of strokees
dc.subjectStrokees
dc.subjectJuegos electrónicoses
dc.subjectUso de la realidad virtuales
dc.subjectUso de los videojuegoses
dc.subjectPronóstico del accidente cerebrovasculares
dc.subjectAccidente cerebrovasculares
dc.titleA Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methodses
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Fisioterapiaes
dc.relation.publisherversionhttp://dx.doi.org/10.1155/2015/342529es
dc.identifier.doi10.1155/2015/342529es
dc.journaltitleBioMed Research Internationales
dc.publication.volumen2015es
dc.publication.initialPage342529-1es
dc.publication.endPage342529-7es
dc.identifier.sisius20856931es

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