虚拟现实技术对脑卒中后偏瘫下肢痉挛治疗的疗效研究
Study on the Efficacy of Virtual Reality Tech-nology in the Treatment of Hemiplegia and Lower Limb Spasm after Stroke
摘要: 目的:观察虚拟现实技术(Virtual Reality, VR)对脑卒中偏瘫下肢痉挛疗效。方法:选取2019年1月至2011年1月我院收治120例脑卒中后偏瘫下肢痉挛患者作为研究对象,根据患者的痉挛状态随机分为两组,运用虚拟现实技术治疗脑卒中下肢偏瘫痉挛的实验组(n = 60)和丰富场景运动疗法治疗脑卒中偏瘫下肢痉挛的对照组(n = 60)两组。治疗时间4周,两组患者治疗前后分别进行日常生活活动能力(SF-36量表)评定、步行能力评定(FAC)及下肢异常肌张力痉挛(Ashworth)评测,治疗前各评测结果及基本资料两组之间差异无统计学意义(P > 0.05)。结果:两组治疗前后各项评测结果有统计学意义(P < 0.05),两组之间差异有统计学意义(P < 0.05)。结论:运用虚拟现实技术比常规丰富场景的运动疗法治疗脑卒中后偏瘫下肢痉挛效果更好。
Abstract: Objective: To observe the effect of Virtual Reality (VR) on hemiplegia spasm of lower limb in stroke. Methods: From January 2019 to January 2011, 120 patients with hemiplegia spasm after stroke were selected as the research objects, and randomly divided into two groups according to the spas-tic state of the patients, and the experimental group (n = 60) of lower limb hemiplegia spasm treated by virtual reality technology and the control group (n = 60) of rich scene exercise therapy for stroke hemiplegia spasm were selected. The treatment time was 4 weeks, and the two groups were evaluated for activities of daily living (SF-36 scale), walking ability assessment (FAC) and lower limb abnormal muscle tone spasm (Ashworth) before and after treatment, and there was no signif-icant difference between the evaluation results and basic data before treatment (P > 0.05). Results: The results of the evaluation before and after treatment between the two groups were statistically significant (P < 0.05), and the difference between the two groups was statistically significant (P < 0.05). Conclusion: The use of virtual reality technology is better than conventional sports therapy with rich scenes in the treatment of hemiplegia and lower limb spasm after stroke.
文章引用:李新, 赵琳, 王保叶. 虚拟现实技术对脑卒中后偏瘫下肢痉挛治疗的疗效研究[J]. 临床医学进展, 2023, 13(6): 10095-10099. https://doi.org/10.12677/ACM.2023.1361412

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