TY - GEN
T1 - Comparative Analysis of Circuit Gait Training vs Virtual Reality Based Gait Training in Improving Gait among Stroke Patients
AU - Quratul, Ain
AU - Memoona, Aslam
AU - Zafran, Ahmad
AU - Nawaz, Malik Arshad
AU - Liu, Tian
AU - Wang, Jue
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/5/20
Y1 - 2021/5/20
N2 - Objective: Evidence greatly lacks regarding evaluation of the effect of circuit based gait and balance training in comparison to virtual reality based gait and balance training. Therefore aim of the current study was to compare the effect of both interventions in rehabilitation of stroke outpatients.Methods: Consecutive stroke patients falling on the set criterion were evaluated and recruited from outpatient Rehabilitation Department of Railway General Hospital, Pakistan. Patients were divided into two groups; circuit training group (CTG) (n=19) and exer-gaming/ virtual reality training group (VTG) (n=18) by sealed envelope method. Each group received a training session of 50 minutes for 5 days a week; till 6 weeks. Gait and balance were assessed using Berg Balance Scale (BBS) and Timed UP and Go Test (TUG). Informed consent was signed by patients before participation and the study was approved by the Ethical Committee of Riphah College of Rehabilitation Sciences, Pakistan.Results: Final analysis was conducted on 30 stroke patients, 15 in circuit training group (age: 51.53 ± 7.6, male: 8, female: 7, right hemiplegic: 9 and left hemiplegic: 6) and 15 in virtual reality training group (age: 52.40 ± 7.4, male: 11, female: 4, right hemiplegic: 11 and left hemiplegic: 4). Patients improved the score for both outcomes measures from baseline to 6 weeks of intervention (BBS: CTG 36.00 ± 9.9 to 48.60 ± 8.7, VTG 32.73 ± 4.6 to 42.60 ± 8.5; TUG: CTG 26.01 ± 8.5 to 16.57 ± 7.1, VTG 29.80 ± 13.4 to 21.36 ± 9.9). Within group analysis showed significant result in every 2 weeks for both groups except the last two weeks in virtual reality training group.Conclusion: The results of the current study suggest no supremacy of either of the two interventions i.e. virtual reality and circuit class training. Both techniques are equally effective and can improve stroke rehabilitation outcomes in term of gait and balance.
AB - Objective: Evidence greatly lacks regarding evaluation of the effect of circuit based gait and balance training in comparison to virtual reality based gait and balance training. Therefore aim of the current study was to compare the effect of both interventions in rehabilitation of stroke outpatients.Methods: Consecutive stroke patients falling on the set criterion were evaluated and recruited from outpatient Rehabilitation Department of Railway General Hospital, Pakistan. Patients were divided into two groups; circuit training group (CTG) (n=19) and exer-gaming/ virtual reality training group (VTG) (n=18) by sealed envelope method. Each group received a training session of 50 minutes for 5 days a week; till 6 weeks. Gait and balance were assessed using Berg Balance Scale (BBS) and Timed UP and Go Test (TUG). Informed consent was signed by patients before participation and the study was approved by the Ethical Committee of Riphah College of Rehabilitation Sciences, Pakistan.Results: Final analysis was conducted on 30 stroke patients, 15 in circuit training group (age: 51.53 ± 7.6, male: 8, female: 7, right hemiplegic: 9 and left hemiplegic: 6) and 15 in virtual reality training group (age: 52.40 ± 7.4, male: 11, female: 4, right hemiplegic: 11 and left hemiplegic: 4). Patients improved the score for both outcomes measures from baseline to 6 weeks of intervention (BBS: CTG 36.00 ± 9.9 to 48.60 ± 8.7, VTG 32.73 ± 4.6 to 42.60 ± 8.5; TUG: CTG 26.01 ± 8.5 to 16.57 ± 7.1, VTG 29.80 ± 13.4 to 21.36 ± 9.9). Within group analysis showed significant result in every 2 weeks for both groups except the last two weeks in virtual reality training group.Conclusion: The results of the current study suggest no supremacy of either of the two interventions i.e. virtual reality and circuit class training. Both techniques are equally effective and can improve stroke rehabilitation outcomes in term of gait and balance.
KW - balance
KW - circuit training
KW - gait
KW - stroke rehabilitation
KW - virtual reality
UR - https://www.scopus.com/pages/publications/85111436895
U2 - 10.1109/ICVR51878.2021.9483824
DO - 10.1109/ICVR51878.2021.9483824
M3 - 会议稿件
AN - SCOPUS:85111436895
T3 - International Conference on Virtual Rehabilitation, ICVR
SP - 202
EP - 206
BT - 2021 IEEE 7th International Conference on Virtual Reality, ICVR 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 7th IEEE International Conference on Virtual Reality, ICVR 2021
Y2 - 20 May 2021 through 22 May 2021
ER -