Changing stroke rehab and research worldwide now.Time is Brain!Just think of all the trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 493 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.
My back ground story is here:

Thursday, April 19, 2018

The use of virtual reality for balance among individuals with chronic stroke: A systematic review and meta-analysis

Once again this should have been totally unnecessary since that public database of all continually updated stroke research would have this. But since we have NO stroke leadership and NO stroke strategy we get wastes of time like this all the time.
Topics in Stroke Rehabilitation , Volume 24(1) , Pgs. 68-79.

NARIC Accession Number: J78141.  What's this?
ISSN: 1074-9357.
Author(s): Iruthayarajah, Jerome; McIntyre, Amanda; Cotoi, Andreea; Macaluso, Steven; Teasell, Robert.
Publication Year: 2017.
Number of Pages: 12.
Abstract: Study evaluated the evidence on the effectiveness of virtual reality interventions for improving balance among individuals with chronic stroke (≥6 months). Pubmed, Scopus, CINAHL, Embase, Psycinfo, and Web of Science databases were searched for randomized controlled trials published in English up to September 2015 assessing balance with virtual reality in chronic stroke participants. Mean and standard deviations from outcome measures were extracted. Pooled standard mean differences were calculated for the Berg Balance Scale (BBS) and the Timed Up and Go test (TUG). In total, 20 of the 984 articles identified met inclusion criteria: 7 examine the Nintendo® Wii Fit balance board, 7 examined treadmill training and virtual reality, and 6 examined postural training using virtual reality. The results from the meta-analyses demonstrate that patients receiving virtual reality treatment improved significantly on the BBS and the TUG compared to those receiving conventional rehabilitation. Furthermore, static balance outcomes significantly improved following virtual reality rehabilitation. Altogether, these results suggest that virtual reality interventions promote the recovery of impaired balance in chronic stroke patients more effectively than conventional rehabilitation.

Can this document be ordered through NARIC's document delivery service*?: Y.

Citation: Iruthayarajah, Jerome, McIntyre, Amanda, Cotoi, Andreea, Macaluso, Steven, Teasell, Robert. (2017). The use of virtual reality for balance among individuals with chronic stroke: A systematic review and meta-analysis.  Topics in Stroke Rehabilitation , 24(1), Pgs. 68-79. Retrieved 4/19/2018, from REHABDATA database.

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More information about this publication:
Topics in Stroke Rehabilitation.

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