共查询到20条相似文献,搜索用时 31 毫秒
1.
[Purpose] The aim of present study was to identify the impact that recent virtual reality
training programs used in a variety of fields have had on the ankle’s static and dynamic
senses of balance among subjects with functional ankle instability. [Subjects and Methods]
This study randomly divided research subjects into two groups, a strengthening exercise
group (Group I) and a balance exercise group (Group II), with each group consisting of 10
people. A virtual reality program was performed three times a week for four weeks.
Exercises from the Nintendo Wii Fit Plus program were applied to each group for twenty
minutes along with ten minutes of warming up and wrap-up exercises. [Results] Group II
showed a significant decrease of post-intervention static and dynamic balance overall in
the anterior-posterior, and mediolateral directions, compared with the pre-intervention
test results. In comparison of post-intervention static and dynamic balance between Group
I and Group II, a significant decrease was observed overall. [Conclusion] Virtual reality
programs improved the static balance and dynamic balance of subjects with functional ankle
instability. Virtual reality programs can be used more safely and efficiently if they are
implemented under appropriate monitoring by a physiotherapist.Key words: Virtual reality, Balance, Functional ankle instability 相似文献
2.
[Purpose] The potential health benefits of the Nintendo Wii balance board exercise have
been widely investigated. However, no study has been conducted to examine the benefits of
Wii exercise for overweight young adults. The aim of this study was to investigate the
effect of exercise performed on a Nintendo Wii balance board on the balance and lower limb
muscle strength in overweight young adults. [Subjects and Methods] Within-subject repeated
measures analysis was used. Sixteen young adults (aged 21.87±1.13 years, body mass index
24.15 ± 0.50 kg/m 2) were recruited. All subjects performed an exercise program
on a Wii balance board for 8 weeks (30 min/session, twice a week for 8 weeks). A NeuroCom
Balance Master and a hand-held dynamometer were used to measure balance performance and
lower limb muscle strength. [Results] According to the comparison of pre- and
post-intervention measurements, the Wii balance board exercise program significantly
improved the limit of stability parameters. There was also a significant increase in
strength of four lower-limb muscle groups: the hip flexor, knee flexor, ankle dorsiflexor
and ankle plantarflexor. [Conclusion] These findings suggest that a Wii balance board
exercise program can be used to improve the balance and lower limb muscle strength of
overweight young adults.Key words: Wii balance board, Muscle strength, Overweight 相似文献
3.
[Purpose] The purpose of this study was to investigate the effects of a strategic
strength resistance exercise program on the isokinetic muscular function of the ankle
joint. [Subjects] This study included 22 males in their twenties who were diagnosed with
functional injury of the ankle joint. [Methods] To strengthen plantar flexion and
dorsiflexion of the ankle joint, 8 weeks of weight, resistance band, and plyometric
training, and training using props were performed. [Results] A medical examination by
interview indicated that pain, swelling, instability, running, and support capacity of the
ankle joint significantly improved with the strategic strength resistance exercise
program. For the isokinetic peak torque of the ankles, significant differences were
observed in right plantar flexion and bilateral dorsiflexion. [Conclusion] The strategic
strength resistance exercise program is highly recommended for the functional stability of
the ankle joint. Efficient exercise therapy is useful for muscle damage prevention, muscle
strengthening, and functional interventions.Key words: Ankle joint, Isokinetic, Muscular function 相似文献
4.
[Purpose] The purpose of this study was to determine the activities of the muscles
around the ankle joint during foot gripping. [Subjects] The subjects of this study were 17
healthy females. [Methods] We measured the maximum voluntary contraction (MVC) activities
of the soleus muscle, the medial head of the gastrocnemius muscle, and the tibialis
anterior muscle, and calculated %IEMG during foot gripping in 3 different ankle joint
positions: 10° of plantar flexion, 0°, and 10° of dorsiflexion. [Results] The maximal
force of foot gripping achived by the crural muscles in any ankle position was 30–50% IMEG
of the MVC. Repeated analysis of variance showed that the %IEMG was significantly lower in
10°of dorsiflexion than in the other 2 positions for all muscles. [Conclusion] These
results suggested that the crural muscles help the ankle joint by co-contracting during
foot gripping.Key words: Foot-gripping strength, Angle of the ankle joint, Muscle activity 相似文献
5.
[Purpose] Motor control and muscle strength impairments are the prime reasons for motor
behavior disorders in children with spastic cerebral palsy. These impairments lead to
histological changes in muscle growth and the learning of motor skills. Therefore, such
children experience reduced muscle force generation and decreased muscle flexibility. We
investigated the effect of training with Nintendo Wii Fit games on motor performance in
children with spastic cerebral palsy. [Subjects and Methods] Forty children with cerebral
palsy spastic diplegia aged 6–10 years diagnosed with level-3 functional capabilities
according to the Gross Motor Classification System (GMFCS) were enrolled. Participants
were divided randomly into equal groups: group (A) that practiced with the Nintendo Wii
Fit game for at least 20 minutes/day for 12 weeks and group (B) that underwent no training
(control group). The Movement Assessment Battery for Children-2 (mABC-2) was used to
assess motor performance, because it mainly involves motor tasks very similar to those
involved in playing Nintendo Wii Fit games, e.g., goal-directed arm movements, balancing,
and jumping. [Results] There were significant improvements in the subscales of the motor
performance test of those who practiced with the Nintendo Wii, while the control group
showed no significant changes. [Conclusion] Using motion interactive games in home
rehabilitation is feasible for children with cerebral palsy.Key words: Games, Motor, Pediatrics 相似文献
6.
AbstractBackground: Normal standing requires ongoing postural adjustments while performing a variety of everyday tasks. Reduced muscle strength and dexterity affect the ability to stand after stroke. Biofeedback has been shown to be effective in training lower limb activities in people with stroke. Nintendo Wii, Nintendo Wii Balance Board, and Nintendo Wii Fit Plus are potentially useful devices for providing feedback to train standing after stroke. Objectives: What specific Nintendo Wii Fit Plus games are suitable for rehabilitation of standing in patients with stroke? Method: A criteria-based review of the Nintendo Wii Fit Plus was carried out to determine the movements required, feedback provided, demands upon the patient, difficulty of and instruction provided by the Nintendo Wii Fit Plus games in the context of stroke rehabilitation. Seventy-five Nintendo Wii Fit Plus games were reviewed and 20 were included for in-depth review. Major findings: The games require movements of the centre of mass in different directions, provide feedback in different ways and place additional physical and cognitive demands upon the patient. Only five games are suitable for people who have severely impaired ability to stand. Six games are suitable for people with moderately impaired standing and nine games are suitable only for people with mildly impaired standing ability. Game goals and the position of the patient can be modified to make the games target physiotherapy goals. Conclusions: Enough suitable games exist to make the Nintendo Wii and Nintendo Wii Fit Plus an appropriate biofeedback device for rehabilitation of standing after stroke. 相似文献
7.
[Purpose] The purpose of this study was to determine the effect of ground
tilt on the lower extremity muscle activity of stroke patients performing squat exercises.
[Subjects] Fifteen hemiparetic patients volunteered to participate in this study.
[Methods] The subjects performed squat exercises at three different ground tilt angles:
15° plantar flexion, a neutral position, and 15° dorsiflexion. A surface electromyogram
(sEMG) was used to record the electromyographic activities of the leg extensor muscle in
the vastus lateralis (VL), vastus medialis (VM), gastrocnemius lateralis (GL), and
gastrocnemius medialis (GM). The sEMG activity was analyzed using a one-way repeated
measures ANOVA and a post hoc Bonferroni correction. [Results] The results of this study
are summarized as follows. Significant differences were noted for the VL and the GL when
the angle of the ankle joint was between the 15° plantar flexion and neutral positions
during squat exercises involving the VL and when the angle of the ankle joint was between
the neutral position and 15° dorsiflexion during squat exercises involving the VM.
[Conclusion] In this study, sEMG showed that the VL and GL changed significantly during
squat exercises according to the ground tilt angle of hemiparetic patients. Therefore,
squat exercises with different ground tilt angles can be used to improve VL and GL
strength.Key words: Electromyogram, Hemiplegic patient, Squat exercises 相似文献
8.
[Purpose] The purpose of this study was to determine which ankle position most influences
knee extensor strength in training programs for strengthening the knee extensors using
three different active ankle positions. [Subjects] Twenty-one healthy adults (6 males and
15 females) participated in this study. [Methods] Subjects were trained isokinetically in
knee extension and flexion at 70 or 80% of 1RM under three actively and naturally fixed,
contracted ankle conditions: dorsiflexion, plantarflexion, and resting position. After
each group successfully executed the training four times a week for three weeks, mean peak
torque (PT) and total work (TW) variables were measured and compared at 60°/sec and
180°/sec among the three groups. [Results] Significant differences were revealed in knee
extensor TW at 60°/sec, PT and TW at 180°/sec, with the greatest PT and TW observed with
the ankle in active dorsiflexion position. [Conclusion] These results suggest that active
ankle dorsiflexion in a knee strength training program may be more effective at increasing
knee extensor strength than a resting or plantarflexion position.Key words: Ankle position, Knee extensor strength, Isokinetic training 相似文献
9.
[Purpose] The purpose of this study was to implement combined muscle strengthening and
proprioceptive exercises to examine the effects of combined exercises on functional ankle
instability. [Subjects and Methods] Experiments were conducted with 30 adult males and
females. The study subjects were randomly assigned to either a control group (Group A), a
muscle strengthening exercise group (Group B), or a combined muscle strengthening and
proprioceptive exercise group (Group C) consisting of 10 subjects each. In Group A,
measurements were only conducted before and after the experiment without any intervention,
whereas the exercise programs for Group B and Group C were implemented three days per week
for four weeks. [Results] Muscle strength showed significant increases in Groups B and C
compared with the control group during plantar flexion, dorsiflexion, inversion, and
eversion. The Cumberland ankle instability tool showed significant increases in Group B
and Group C compared with Group A and significant increases in Group C compared with Group
B. [Conclusion] Applying combined muscle strengthening and proprioceptive exercises to
those who have functional ankle instability is more effective than applying only muscle
strengthening exercises.Key words: Functional ankle instability, Strength, Cumberland ankle instability tool 相似文献
10.
[Purpose] The present study aimed to determine the effect of virtual reality exercise
using the Nintendo Wii Fit on the muscle activities of the trunk and lower extremities of
normal adults. [Subjects] The subjects of the study were 24 normal adults who were divided
into a virtual reality exercise group (VREG, n=12) and a stable surface exercise group
(SEG, n=12). [Methods] The exercises of the VREG using the Nintendo Wii Fit and the SEG
using a stable surface were conducted three times a week for six weeks. Electromyography
was used to measure the muscle activities of the tibialis anterior (TA), medial
gastrocnemius (MG), erector spinae (ES), and rectus abdominal (RA) muscles. [Results] VREG
showed significant within group differences in TA and MG muscle activities, while the SEG
showed a significant difference in the muscle activity of the MG. [Conclusion] Virtual
reality exercise using the Nintendo Wii Fit was an effective intervention for the muscle
activities of the TA and MG of normal adults.Key words: Virtual reality exercise, Stable surface exercise, Muscle activity 相似文献
11.
[Purpose] This study aimed to investigate changes in activation of the rectus femoris,
biceps femoris, tibialis anterior, and gastrocnemius muscles during one-legged squats
performed at various angles of ankle flexion. With the use of wedges, the muscles were
activated at different angles of ankle flexion angles to establish the appropriate posture
necessary for muscle strengthening and rehabilitation. [Subjects and Methods] Healthy
adults aged 20–40 years were recruited from Good Morning Hospital in Ulsan City. Of the 22
participants, two dropped out during the tests, leaving a final sample of 20 participants.
The wedges were 100 mm wide and 200 mm long and had inclinations of 10°, 30°, and 50°. EMG
Analyzer software was used to measure muscle activation. [Results] A significant
difference in the activation of the rectus femoris muscle at various angles of ankle
flexion was seen. The gastrocnemius muscle exhibited significant differences in activation
among the 0°–30°, 0°–50°, and 10°–50° inclinations. [Conclusion] Wedge-assisted muscle
activation under different ankle flexion angles can be introduced as an effective exercise
option under clinical conditions.Key words: Strengthening, Rehabilitation, One-leg squats 相似文献
12.
[Purpose] This study aimed to investigate the clinical effects of virtual reality-based
training and task-oriented training on balance performance in stroke patients. [Subjects
and Methods] The subjects were randomly allocated to 2 groups: virtual reality-based
training group (n = 12) and task-oriented training group (n = 12). The patients in the
virtual reality-based training group used the Nintendo Wii Fit Plus, which provided visual
and auditory feedback as well as the movements that enabled shifting of weight to the
right and left sides, for 30 min/day, 3 times/week for 6 weeks. The patients in the
task-oriented training group practiced additional task-oriented programs for 30 min/day, 3
times/week for 6 weeks. Patients in both groups also underwent conventional physical
therapy for 60 min/day, 5 times/week for 6 weeks. [Results] Balance and functional reach
test outcomes were examined in both groups. The results showed that the static balance and
functional reach test outcomes were significantly higher in the virtual reality-based
training group than in the task-oriented training group. [Conclusion] This study suggested
that virtual reality-based training might be a more feasible and suitable therapeutic
intervention for dynamic balance in stroke patients compared to task-oriented
training.Key words: Stroke, Virtual reality, Task orientation 相似文献
13.
[Purpose] This investigation evaluated the acute cardiovascular responses that occur
while playing virtual games (aerobic and balance) emulated by Nintendo Wii ®.
[Subjects] Nineteen healthy male volunteers were recruited. [Methods] The ergospirometric
variables of maximum oxygen consumption, metabolic equivalents, and heart rate were
obtained during the aerobic (Obstacle Course, Hula Hoop, and Free Run) and balance (Soccer
Heading, Penguin Slide, and Table Tilt) games of Wii Fit Plus ® software. To
access and analyze the ergospirometric information, a VO2000 analyzer was used. Normalized
data (using maximum oxygen consumption and heart rate) were analyzed using repeated
measures analysis of variance and Scheffe’s test. [Results] Significant differences were
found among the balance and aerobic games in all variables analyzed. In addition, the Wii
exercises performed were considered to be of light (balance games) and moderate (aerobic
games) intensity in accordance with American College Sports Medicine exercise
stratification. [Conclusion] Physical activity in a virtual environment emulated by
Nintendo Wii ® can change acute cardiovascular responses, primarily when Wii
aerobic games are performed. These results support the use of the Nintendo Wii ®
in physical activity programs.Key words: Ergospirometric, Functional Exercises, Exergames 相似文献
14.
A prospective study of 20 normal subjects was undertaken to determine the effect of three ankle positions (active dorsiflexion, active plantar flexion, natural or rest position) on comfort and facilitation of quadriceps contraction in isometric strengthening in a supine position with the hip and knee fully extended. Surface EMG activity was found to be greatest for the vastus lateralis followed by the vastus medialis and least for the rectus femoris. Equal facilitation was apparent with either active ankle dorsiflexion or plantar flexion. Both were superior to the natural (rest) position. In situations where isometric quadriceps exercises are required, the authors recommend either active ankle dorsiflexion or plantar flexion to facilitate quadriceps strengthening. The choice between the two positions should be based on patient comfort. 相似文献
15.
[Purpose] This study aimed to compare the muscle activity around the foot and ankle joints, notably of the abductor digiti minimi, between affected and unaffected sides of individuals with chronic ankle instability. [Participants and Methods] Twelve adult males with chronic ankle instability in one ankle (age, 27.7 ± 5.4 years; height, 172.5 ± 8.1 cm; weight, 67.5 ± 8.1 kg) were included and underwent surface electromyography assessments in multiple positions on both affected and unaffected sides. Measurements were obtained for eight muscles including the abductor digiti minimi. Each measurement included a 5-s segment of the stable waveform, with the root mean square-processed and normalized to the resting position set to 1. [Results] Abductor digiti minimi activity on the affected side was significantly reduced during maximal toe extension/abduction with both ankle dorsiflexion and plantarflexion. Peroneus longus activity on the affected side was significantly greater during maximal toe extension/abduction with ankle plantarflexion; peroneus longus and tibialis anterior muscle activities were significantly greater on the affected side during maximal toe extension/abduction with ankle dorsiflexion. [Conclusion] In the absence of load, muscle imbalance in the intrinsic and extrinsic muscles of the foot was suggested. However, no significant differences were observed under loading conditions. 相似文献
16.
[Purpose] The purpose of this study was to investigate the therapeutic effects of virtual
reality-based ankle exercise on the dynamic balance, muscle tone, and gait ability of
stroke subjects. [Subjects and Methods] Twenty persons who were in the chronic stroke
subjects of this study and they were included and assigned to two groups: experimental
(VRAE; Virtual Reality-based Ankle Exercise group) (n=10) and control groups (n=10). The
VRAE group performed virtual environment system ankle exercise, and the control group
watched a video. Both groups performed their respective interventions for 30 minutes per
day, 5 times per week over a 6-week period. To confirm the effects of the intervention,
dynamic balance, muscle tone, and spatiotemporal gait were evaluated. [Results] The
results showed that the dynamic balance and muscle tone was significantly more improved
after the intervention compared to before in the VRAE group (dynamic balance: 5.50±2.57;
muscle tone: 0.90±0.39), and the improvements were more significant than those in the
control (dynamic balance: 1.22±2.05; muscle tone: 0.10±0.21). Spatiotemporal gait measures
were significantly more increased in the paretic limb after the intervention compared to
before in the VRAE group and the improvements were more significant than those in the
control group. [Conclusion] This study demonstrated that virtual reality-based ankle
exercise effectively improves the dynamic balance, muscle tone, and gait ability of stroke
patients.Key words: Stroke, Virtual reality-based ankle exercise, Gait 相似文献
17.
[Purpose] The purpose of this study was to identify the effects of an inclined ankle on
the activation of the abductor hallucis muscle during short foot exercises. [Subjects] We
recruited 14 healthy volunteers who were free of pain, and did not suffer from arthritis
or osteomuscular problems related to the foot or ankle. [Methods] The subjects performed
short foot exercises and short inclined foot exercises with 30° passive ankle
dorsiflexion. [Results] The exercise with an inclined foot showed a significantly larger
activation of the abductor hallucis than that shown during the neutral short foot
exercises. [Conclusion] These results suggest that passive ankle dorsiflexion during short
foot exercise for strengthening the abductor hallucis is a more effective clinical
treatment exercise.Key words: Abductor hallucis, Inclined ankle, Short foot exercise 相似文献
18.
[Purpose] This study evaluated a specific rehabilitation protocol using a half squat
after total knee reconstruction with distal femur megaprosthesis and tibial
allograft-prosthesis composite. [Subject and Methods] Squat execution was recorded by a
three-dimensional system before and after a specific rehabilitation program on a
28-year-old patient. Squat duration, body center of mass trajectory, and vertical range of
motion were determined. Step width and joint angles and symmetry (hip flexion, extension,
and rotation, knee flexion, and ankle dorsal and plantar flexion) were estimated. Knee and
hip joint symmetry was computed using a bilateral cyclogram technique. [Results] After
rehabilitation, the squat duration was longer (75%), step width was similar, and vertical
displacement was higher. Hip flexion increased by over 20%, and ankle dorsiflexion
diminished by 14%. The knee had the highest symmetry gain (4.1–3.4%). Angle-angle plot
subtended areas decreased from 108° to 40° 2 (hip) and from 204° to
85° 2 (knee), showing improvement in movement symmetry. [Conclusion] We
concluded that the squat is an effective multifactorial exercise to estimate
rehabilitation outcomes after megaprosthesis, also considering that compressive and shear
forces are minimal up to 60–70° of knee flexion.Key words: Knee prosthesis, Half-squat, Knee ROM 相似文献
19.
Purpose: Virtual reality (VR) training, a virtual environment commonly generated by computer systems, may enhance the therapeutic efficacy of functional rehabilitation programmes. The aim of this study was to investigate the efficacy of a VR assisted intervention (VRAI) versus traditional rehabilitation intervention (TRI) on functional ankle instability (FAI). Methods: A single-blind randomized controlled study was conducted with 10 subjects for each group. The VRAI was conducted with the Nintendo Wii Fit Plus, whilst the TRI was conducted with a series of exercises with theraband. The muscle strength change of the two groups and the difference between pre and post interventions for each group were compared. Results: The VRAI group had less improvement in the muscle strength of all ankle motions than did the TRI group (p > .05). The VRAI group had a greater improvement in muscle strength of plantar flexion than other motions, whilst the TRI group had an improvement in muscle strength of all ankle motions (p < .05). Conclusions: The effects of VR training for the condition of FAI were not comparable to conventional training. However, VR training may be added to the conventional training programme as an optional for the condition of FAI. - Implications for Rehabilitation
Functional ankle instability (FAI) is subjective feelings of ankle instability resulting from proprioceptive and neuromuscular deficits in which individuals may experience “giving way” condition of the ankle. Therapeutic applications of virtual reality (VR) may be comparable to traditional rehabilitation interventions (TRI) in the rehabilitation of individuals with FAI. However, there is no definitive evidence for the issue. Integrating low-cost VR into functional rehabilitation programme can provide insight into an issue of whether it can be replaced with traditional therapeutic approaches. Although, the efficacy of VR application on strengthening muscles is unable to compare to traditional strengthening programmes, it may be considered an optional treatment based on the proprioceptive improvements. 相似文献
20.
[Purpose] We aimed to evaluate the difference in the muscle activity between the
double-leg heel raise (DHR) and treadmill walking. [Subjects] Thirty healthy males aged
21.5 ± 1.6 years (body mass 63.6 ± 9.3 kg, height 171.0 ± 4.5 cm) participated in the
study. [Methods] Electromyograms were simultaneously recorded from both heads of the
gastrocnemius and the soleus of the right side during the DHR and treadmill walking. The
DHR conditions were maximum plantar flexion (MPF), 3/4 MPF, 2/4 MPF, and 1/4 MPF, and the
walking speeds were 20, 40, 60, 80, and 100 m/min. [Results] The muscle activity during
the DHR and walking significantly increased with increments in the height of the heel
raise and walking speed, respectively. Comparison of the muscle activity at MPF with that
at each walking speed revealed that the muscle activity in the soleus and gastrocnemius
medial head during walking exceeded that during the DHR in less than 3.3% of cases.
[Conclusion] The DHR test is useful for evaluating the ankle plantar flexor activity
necessary for walking.Key words: Double-leg heel raise, Walking, Plantar flexor 相似文献
|