Effects of virtual reality intervention on upper limb motor function and activity of daily living in patients with lesions in different regions of the brain
Author:
Affiliation:
1. Department of Occupational Therapy, SangGi YoungSeo College, Republic of Korea
2. Department of Physical Therapy, Gachon University: 191 Hambakmoero, Yeonsu-Gu, Incheon 406-799, Republic of Korea
Publisher
Society of Physical Therapy Science
Subject
Physical Therapy, Sports Therapy and Rehabilitation
Link
https://www.jstage.jst.go.jp/article/jpts/29/12/29_jpts-2017-417/_pdf
Reference10 articles.
1. 1) Stockley RC, O’Connor DA, Smith P, et al.: A mixed methods small pilot study to describe the effects of upper limb training using a virtual reality gaming system in people with chronic stroke. Rehabil Res Pract, 2017, 2017: 9569178.
2. 2) Teo WP, Muthalib M, Yamin S, et al.: Does a combination of virtual reality, neuromodulation and neuroimaging provide a comprehensive platform for neurorehabilitation?—A narrative review of the literature. Front Hum Neurosci, 2016, 10: 284.
3. 3) Bang YS, Son KH, Kim HJ: Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients. J Phys Ther Sci, 2016, 28: 3112–3115.
4. 4) Plummer P: Gait and balance training using virtual reality is more effective for improving gait and balance ability after stroke than conventional training without virtual reality [synopsis]. J Physiother, 2017, 63: 114.
5. 5) Pedreira da Fonseca E, Ribeiro da Silva NM, Pinto EB: Therapeutic effect of virtual reality on post-stroke patients: randomized clinical trial. J Stroke Cerebrovasc Dis, 2017, 26: 94–100.
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