Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/106054
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dc.contributorDepartment of Rehabilitation Sciences-
dc.creatorLong, Y-
dc.creatorOuyang, RG-
dc.creatorZhang, JQ-
dc.date.accessioned2024-05-02T08:30:48Z-
dc.date.available2024-05-02T08:30:48Z-
dc.identifier.urihttp://hdl.handle.net/10397/106054-
dc.language.isoenen_US
dc.publisherBioMed Centralen_US
dc.rights© The Author(s) 2020. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated in a credit line to the data.en_US
dc.rightsThe following publication Long, Y., Ouyang, Rg. & Zhang, Jq. Effects of virtual reality training on occupational performance and self-efficacy of patients with stroke: a randomized controlled trial. J NeuroEngineering Rehabil 17, 150 (2020) is available at https://doi.org/10.1186/s12984-020-00783-2.en_US
dc.subjectOccupational performanceen_US
dc.subjectRehabilitationen_US
dc.subjectSelf-efficacyen_US
dc.subjectStrokeen_US
dc.subjectVirtual realityen_US
dc.titleEffects of virtual reality training on occupational performance and self-efficacy of patients with stroke : a randomized controlled trialen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume17-
dc.identifier.issue1-
dc.identifier.doi10.1186/s12984-020-00783-2-
dcterms.abstractBackground: Virtual reality (VR) has been broadly applied in post-stroke rehabilitation. However, studies on occupational performance and self-efficacy as primary outcomes of stroke rehabilitation using VR are lacking. Thus, this study aims to investigate the effects of VR training on occupational performance and self-efficacy in patients with stroke.-
dcterms.abstractMethods: This was an assessor-blinded, randomized controlled trial. Sixty participants with first-ever stroke (< 1-year onset) underwent rehabilitation in a single acute hospital. Participants were randomly assigned to either the VR group (n = 30) or control group (n = 30). Both groups received dose-matched conventional rehabilitation (i.e., 45 min, five times per week over 3 weeks). The VR group received additional 45-min VR training for five weekdays over 3 weeks. The primary outcome measures were the Canadian Occupational Performance Measure and Stroke Self-Efficacy Questionnaire. Secondary outcome measures included Modified Barthel Index, Fugl-Meyer Assessment-Upper Extremity, and Functional Test for the Hemiplegic Upper Extremity. The assessment was conducted at baseline and after the 3-week intervention.-
dcterms.abstractResults: A total of 52 participants (86.7%) completed the trial. Significant between-group differences in Stroke Self-Efficacy Questionnaire (Median Difference = 8, P = 0.043) and Modified Barthel Index (Median Difference = 10, P = 0.030) were found; however, no significant between-group differences in Canadian Occupational Performance Measure, Fugl-Meyer Assessment-Upper Extremity, and Functional Test for the Hemiplegic Upper Extremity were noted. No serious adverse reactions related to the program were reported.-
dcterms.abstractConclusions: Additional VR training could help improve the self-efficacy and activities of daily living of patients with stroke; however, it was not superior to conventional training in the improvement of upper limb functions, occupational performance, and satisfaction. Nevertheless, VR could be integrated into conventional rehabilitation programs to enhance self-efficacy of patients after stroke.-
dcterms.abstractTrial registration: This study was successfully registered under the title “Effects of virtual reality training on occupational performance and self-efficacy of patients with stroke” on October 13 2019 and could be located in https://www.chictr.org with the study identifier ChiCTR1900026550.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationJournal of neuroEngineering and rehabilitation, 2020, v. 17, no. 1, 150-
dcterms.isPartOfJournal of neuroEngineering and rehabilitation-
dcterms.issued2020-
dc.identifier.scopus2-s2.0-85095945856-
dc.identifier.pmid33187532-
dc.identifier.eissn1743-0003-
dc.identifier.artn150-
dc.description.validate202404 bcwh-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Othersen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextClinical Medical Technology Innovation Guidance Project of Hunan Province Technology Innovation Guidance Programen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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