The Kinect-based virtual reality system for the Xbox 360 enables users to control and interact with the game console without the need to touch a game controller, and provides rehabilitation training for stroke patients with lower limb dysfunctions. However, the underlying mechanism remains unclear. In this study, 18 healthy subjects and five patients after subacute stroke were included. The five patients were scanned using functional MRI prior to training, 3 weeks after training and at a 12-week follow-up, and then compared with healthy subjects. The Fugl-Meyer Assessment and Wolf Motor Function Test scores of the hemiplegic upper limbs of stroke patients were significantly increased 3 weeks after training and at the 12-week follow-up. Functional MRI results showed that contralateral primary sensorimotor cortex was activated after Kinect-based virtual reality training in the stroke patients compared with the healthy subjects. Contralateral primary sensorimotor cortex, the bilateral supplementary motor area and the ipsilateral cerebellum were also activated during hand-clenching in all 18 healthy subjects. Our findings indicate that Kinect-based virtual reality training could promote the recovery of upper limb motor function in subacute stroke patients, and brain reorganization by Kinect-based virtual reality training may be linked to the contralateral sensorimotor cortex.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4146174 | PMC |
http://dx.doi.org/10.3969/j.issn.1673-5374.2013.31.003 | DOI Listing |
Sensors (Basel)
June 2024
School of Health Sciences, University of Management and Technology, Lahore 54000, Pakistan.
Background: Osteopenia, caused by estrogen deficiency in postmenopausal women (PMW), lowers Bone Mineral Density (BMD) and increases bone fragility. It affects about half of older women's social and physical health. PMW experience pain and disability, impacting their health-related Quality of Life (QoL) and function.
View Article and Find Full Text PDFHeliyon
April 2024
Department of Physical Therapy for Pediatrics, Faculty of Physical Therapy, Cairo University, Giza, Egypt.
Background: Hemophilic arthropathy is caused by recurrent intra-articular bleeding, most commonly in the knee joints. In terms of physical impact, this arthropathy causes significant disability and hampers the physical activity and functionality of he affected individuals.
Objective: This study intended to examine the effect of a physical rehabilitation program incorporating Kinect-based virtual reality (KBVR) on gait characteristics, functional ability, and physical activity level in adolescents diagnosed with hemophilic knee arthropathy (HKA).
Sci Rep
March 2024
Department of Physical Therapy, Riphah College of Rehabilitation and Allied Health Sciences, Riphah International University, Gulberg III, Lahore, 54000, Pakistan.
Osteopenia is a condition characterized by low bone mineral density (BMD) that increases fracture risk, particularly among postmenopausal women (PMW). This study aimed to determine the effects of Kinect-based VRT on BMD and fracture risk in PMW with osteopenia. The study was a prospective, two-arm, parallel-design, randomized controlled trial.
View Article and Find Full Text PDFAnn Med
December 2023
School of Life Science and Technology, The Key Laboratory of Biomedical Information Engineering of Ministry of Education, Institute of Health and Rehabilitation Science, Xi'an Jiaotong University, Xi'an, PR China.
Objective: The purpose of this study was to determine whether a single session of trans-cranial direct current stimulation (tDCS) of the cerebellum and M1 has any advantages over one another or sham stimulation in terms of balance, gait and lower limb function.
Methods: A total of 66 patients who had experienced their first ever stroke were recruited into three groups for this double-blinded, parallel, randomized, sham-controlled trial: cerebellar stimulation group (CbSG), M1 stimulation group (MSG) and sham stimulation group (SSG). A single session of anodal tDCS with an intensity of 2 mA for a duration of 20 min was administered in addition to gait and balance training based on virtual reality using an Xbox 360 with Kinect.
J Occup Environ Med
February 2024
From the Division of Sport Science, Pusan National University, Busan, Republic of Korea (J.-B.K., Y.-Y.X., C.-B.K., J.-J.P.); Department of Physical Education, College of Education, Gyeongsang National University, Jinju, Republic of Korea (Y.-Y.X.); Department of Sports Science, Dongguk University, Gyeongju, Republic of Korea (D.S.); Department of Physical Education, Institute of Sport Science, Seoul National University, Seoul, Republic of Korea (W.S., C.G.L.); Institute on Aging, Seoul National University, Seoul, Republic of Korea (W.S.); School of Sport Science, University of Ulsan, Ulsan, Republic of Korea (H.L.); Department of Sports Medicine, Soonchunhyang University, Asan, Republic of Korea (H.K.); and Department of Preventive Medicine and Genomic Cohort Institute, Yonsei Wonju College of Medicine, Yonsei University, Wonju, Republic of Korea (Y.-S.A.).
Objective: This study addresses declining physical fitness among Korean firefighters due to a low exercise participation rate caused by the absence of exercise instructors. The research explores Virtual Mate (VM), a Kinect-based mixed reality device, as a potential solution, but its capacity to replace training instructors in enhancing physical fitness remains uncertain.
Methods: Twenty Korean male firefighters were divided into two groups: the exercise group received an 8-week intervention using VM, while the control group maintained regular physical activity.
Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!