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Vpliv vadbe z navidezno resničnostjo na ravnotežje pri pacientih s Pakrinsonovo boleznijo - pregled literature : diplomsko delo
ID Memišević, Mirela (Author), ID Kovačič, Tine (Mentor) More about this mentor... This link opens in a new window, ID Brezovar, Tjaž (Comentor), ID Grapar Žargi, Tina (Reviewer)

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Abstract
Uvod: Parkinsonova bolezen je druga najpogostejša nevrodegenerativna bolezen na svetu, za katero trpi približno 10 milijonov ljudi. Propad nevronov v črni substanci bazalnih ganglijev pri pacientih s Parkinsonovo boleznijo povzroči različne simptome, med katerimi je tudi moteno ravnotežje. V zadnjih letih se je za izboljšanje ravnotežja začela uporabljati vadba z navidezno resničnostjo, ki nevrološkemu pacientu omogoča neposredno interakcijo z računalniško ustvarjenim okoljem. Namen: Namen diplomskega dela je bil na podlagi pregleda literature analizirati učinke vadbe z navidezno resničnostjo na ravnotežje pacientov s Parkinsonovo boleznijo. Metode dela: Iskanje literature je potekalo v podatkovnih zbirkah PubMed in Science Direct. Uporabljene so bile naslednje angleške ključne besede in njihove kombinacije: virtual reality, game, gaming, exergaming, Kinect, Wii, Xbox, Parkinson's Disease, Parkinson, balance, posture, postural control. Rezultati: V pregled literature je bilo vključenih pet zelo kakovostnih in ena kakovostna raziskava, ki so bile objavljene med letoma 2016 in 2022 in so skupno zajele 194 preiskovancev. Proučevali so vadbo z navidezno resničnostjo kot samostojnim pristopom, v kombinaciji z aktivnimi vajami ali v kombinaciji z motorično predstavo. Izsledki raziskav kažejo, da ima vadba z navidezno resničnostjo statistično značilne (p < 0,05) pozitivne učinke na statično in dinamično ravnotežje pri pacientih s Parkinsonovo boleznijo, kar so v vključenih raziskavah zaznali ob zaključku vadbenega programa, v eni raziskavi pa tudi četrti teden po zaključku vadbenega programa (p < 0,05). Razprava in zaključek: Na podlagi rezultatov raziskav lahko zaključimo, da je vadba z navidezno resničnostjo učinkovita za izboljšanje statičnega in dinamičnega ravnotežja pri pacientih s Parkinsonovo boleznijo. Pozitivne učinke je možno doseči že po štiritedenskem vadbenem programu s frekvenco trikrat tedensko in trajanjem vadbene enote 30 do 60 minut. Gre za razmeroma nov pristop, zato je bilo v pregled vključeno majhno število raziskav. V prihodnosti bi bilo treba izvesti dodatne visokokakovostne randomizirane klinične raziskave (zaslepljene), v katerih bi vključili homogene skupine pacientov s PB, uporabili enotna in občutljiva merilna orodja, analizirali učinke vadbe z navidezno resničnostjo pri mlajših preiskovancih s Parkinsonovo boleznijo in ocenili dolgoročne učinke vadbe z navidezno resničnostjo.

Language:Slovenian
Keywords:diplomska dela, fizioterapija, Parkinsonova bolezen, vadba, ravnotežje, navidezna resničnost
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:ZF - Faculty of Health Sciences
Place of publishing:Ljubljana
Publisher:[M. Memišević]
Year:2024
Number of pages:30 str., [5] str. pril.
PID:20.500.12556/RUL-162450 This link opens in a new window
UDC:615.8
COBISS.SI-ID:208619523 This link opens in a new window
Publication date in RUL:23.09.2024
Views:181
Downloads:31
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Secondary language

Language:English
Title:The impact of virtual reality training on improving balance in patients with Parkinson's disease - literature review : diploma work
Abstract:
Introduction: Parkinson's disease is the second most common neurodegenerative disease in the world, affecting approximately 10 million people. The degeneration of neurons in the black substance of the basal ganglia in Parkinson’s patients causes a variety of symptoms, including impaired balance. In recent years, virtual reality training has been used to improve balance, allowing neurological patients to interact directly with a computer-generated environment. Purpose: The purpose was to analyze the impact of virtual reality training on balance in Parkinson’s patients, based on a review of the literature. Methods: A literature search was performed in PubMed and Science Direct databases. The following English keywords and their combinations were used: virtual reality, game, gaming, exergaming, Kinect, Wii, Xbox, Parkinson's Disease, Parkinson, balance, posture, postural control. Results: The literature review included five good-quality and one fair-quality study published between 2016 and 2022, involving a total of 194 subjects. The effects of VR training were analyzed as an independent approach, in combination with active exercises or in combination with motor imagery. The results show that virtual reality training has statistically significant (p < 0.05) positive effects on static and dynamic balance in Parkinson's disease patients, as observed at the end of the exercise program in the included trials, and in one trial also at the fourth week after the end of the exercise program (p < 0.05). Discussion and conclusion: Based on the results of the trials, it can be concluded that VR exercise is effective for improving the static and dynamic balance in Parkinson's patients. Positive effects can be achieved after a four-week exercise program with a frequency of three times a week and a duration of 30 to 60 minutes. This is a relatively new approach and therefore a small number of trials were included in the review. Future research should conduct additional high-quality randomized clinical trials (blinded), including homogeneous groups of patients with PD, using uniform and sensitive measuring tools, analyzing the effects of virtual reality training in younger Parkinson's subjects, and assessing the long-term effects of virtual reality training.

Keywords:diploma theses, physiotherapy, Parkinson's disease, exercise, balance, virtual reality

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