The effect of virtual reality on the static and dynamic balance of stroke patients.
Phase 4
- Conditions
- Stroke, not specified as hemorrhagic or ischemic.
- Registration Number
- RBR-595x7r
- Lead Sponsor
- Financiamento próprio
- Brief Summary
Not available
- Detailed Description
Not available
Recruitment & Eligibility
- Status
- Data analysis completed
- Sex
- Not specified
- Target Recruitment
- Not specified
Inclusion Criteria
Individual with stroke; chronic; static and dynamic balance deficit.
Exclusion Criteria
Individuals with acute stroke; individuals without static and dynamic balance deficits.
Study & Design
- Study Type
- Intervention
- Study Design
- Not specified
- Primary Outcome Measures
Name Time Method Bestest performance after 10 virtual reality interventions: Evolution of 6% in relation to biomechanical constraints, 22.2% in transitions / anticipatory, 11.1% Reactive, 6.7% in sensory orientation and 42.9% improvement. gait stability, with a 0.15 increase in the total percentage of the score.;Reduced Timed up and Go by 8 seconds after 10 Virtual Reality interventions.
- Secondary Outcome Measures
Name Time Method The Berg equilibrium scale showed no differences after interventions, since from the initial assessment the patient scored maximum score on the performance of all skills required in this test.