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1.
Games Health J ; 11(4): 236-241, 2022 Aug.
Article in English | MEDLINE | ID: mdl-35704919

ABSTRACT

Virtual reality (VR) has become an effective alternative to promote exercise. However, limited studies have investigated the effect of VR on pain and fatigue in individuals with spinal cord injury (SCI). Objective: The purpose of this study was to investigate the effects of using VR during exercise on pain and fatigue in individuals with SCI. This study employed a concurrent nested mixed-methods design. Materials and Methods: Eleven individuals with SCI completed a 6-minute exercise test using arm ergometry with and without VR. Pain and fatigue questionnaire data were collected using Pain Self Efficacy Questionnaire, the Fatigue Severity Scale, and the Fatigue Assessment Scale. Qualitative data were collected after the VR session. Results: Participants experienced less pain and fatigue during VR exercise than during non-VR exercise. Qualitative data were consistent with the questionnaire results. Conclusion: Clinicians should consider the use of VR in reducing pain and fatigue.


Subject(s)
Spinal Cord Injuries , Video Games , Virtual Reality , Exercise , Fatigue/etiology , Fatigue/therapy , Humans , Pain/etiology , Spinal Cord Injuries/complications
2.
Physiother Res Int ; 25(2): e1817, 2020 Apr.
Article in English | MEDLINE | ID: mdl-31758753

ABSTRACT

OBJECTIVE: The purpose of this study was to analyse kinematic and spatiotemporal gait characteristics of aquatic treadmill walking among three different depths of water in individuals with traumatic brain injury. METHODS: A total of 13 individuals with traumatic brain injury participated in the study and completed walking trials at three different depths as follows: waist, chest, and neck level, which was adjusted by a movable floor pool. A self-selected comfortable walking speed at the waist level was used as a matched speed for all walking trials. Participants completed three aquatic treadmill walking trials under each of the three water depths. Each participant's gait was captured by a customized underwater motion analysis system and processed by a two-dimensional motion analysis software. RESULTS: The repeated measures analysis of variance showed significant differences in spatiotemporal and joint kinematic variables across three conditions: stance swing ratio (p = .023), peak hip flexion (p = .001), hip range of motion (p = .047), and peak ankle dorsiflexion (p = .000). Various water properties in conjunction with motor impairments might have contributed to alterations in gait kinematics. CONCLUSION: Our findings suggest that walking in neck-depth water may not be ideal for gait training as it appears to limit hip flexion and ankle dorsiflexion. It is recommended that waist to chest-depth water be used to provide an accommodating environment for aquatic gait rehabilitation.


Subject(s)
Brain Injuries, Traumatic/rehabilitation , Exercise Therapy/methods , Gait , Walking/physiology , Adult , Biomechanical Phenomena , Female , Humans , Male , Range of Motion, Articular , Walking Speed , Water
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