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The effect of virtual reality on the static and dynamic balance of stroke patients.

The Effect Of Virtual Reality on the Static and Dynamic Balance on Patients with Stroke.

Status
Active, not recruiting
Phases
Phase 4
Study type
Interventional
Source
REBEC
Registry ID
RBR-595x7r
Enrollment
Unknown
Registered
2019-10-24
Start date
2019-07-01
Completion date
Unknown
Last updated
2025-10-27

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Stroke, not specified as hemorrhagic or ischemic.

Interventions

The intervention was performed in a participant diagnosed with a stroke, with 10 sessions, twice a week, lasting 45 minutes, distributed in 5 minutes, for pressure recovery, Virtual Reality (VR) inter
Other
Q65.060
L01.224.160.875

Sponsors

Financiamento próprio
Lead Sponsor
Financiamento próprio
Collaborator

Eligibility

Age
35 Years to 80 Years

Inclusion criteria

Inclusion criteria: Individual with stroke; chronic; static and dynamic balance deficit.

Exclusion criteria

Exclusion criteria: Individuals with acute stroke; individuals without static and dynamic balance deficits.

Design outcomes

Primary

MeasureTime frame
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

MeasureTime frame
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.

Countries

Brazil

Contacts

Public ContactPatricia Santos

UNG - Universidade Guarulhos

patricia.santos@ung.br+55-011-24641700

Outcome results

None listed

Source: REBEC (via WHO ICTRP)