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Review article

The Effectiveness of Virtual Reality Training for Post-


Stroke Balance: A Literature Review
Rega Sugianto1, Umi Budi Rahayu2*, Rinna Ainul Magfiroh2

Abstract
Background: Virtual reality (VR) training is a technology that allows a user to interact in a
virtual world that appears real to the user. According to some studies, virtual reality improves
the balance of chronic and acute stroke patients. According to other studies, VR training is only
effective in patients with chronic post-stroke after 6 months. The goal of this study was to
determine the efficacy of virtual reality training in post-stroke patients.
Methods: The research implemented Literature Review based on articles published between
2012 and 2022 in an online database. The internet databases PubMed, ScienceDirect, and
PEDro were used to search for articles with the keywords "virtual reality training," "balance,"
and "stroke." The RCT method was used to study stroke patients in both acute and chronic
phases in this review. The study was analyzed using a PICO (population or problem,
intervention, comparison, outcome) study, which was developed as a framework and used
during the article selection process.
Results: The provision of virtual reality training can be a solution for rehabilitation and balance
improvement interventions with various parameters, such as: BBS, 10 m, MMAS, and TUG,
while taking several factors into account, such as virtual reality dosing methods and the
availability of therapeutic tools, particularly in the chronic phase of stroke .
Discussion: Evidence of sufficient to very good quality supports the positive impact of virtual
reality training on static and dynamic balance in stroke patients.
Conclusion: This review provides moderate evidence to support the conception that VR
training is effective for standard rehabilitation programs in improving balance in chronic stroke
patients. In patients with acute stroke, the effect of VR on improving balance is less clear. More
studies are required to figure out the best training intensity and frequency to achieve the desired
results.

Keywords: Virtual Reality Training, Balance, Stroke

Introduction
Stroke is the leading cause of death and or certain situations. To put it another way,
disability on a global scale (1). In 2010, the parts of the brain appear to be learning new
global prevalence was estimated to be 33 skills. Brain injuries, such as stroke,result in
million. Every year, approximately 795,000 neuronal cell damage and death (3). Stroke is
people have a new stroke, and 185,000 people the second leading cause of dementia and
have recurrent strokes (2). The brain is a death, and more than 32% of stroke survivors
highly adaptable organ. Recent findings have have cognitive impairment. Stroke is also the
shown that brain development and nerve cell third most common cause of disability or
changes are not limited to childhood, as disability in the last five years, with the
previously thought. Although dead neurons do disability rate increasing from 14% to 23%
not regenerate, the human brain's adaptive after stroke (4). The clinical stages of stroke
capacity are classified according to when they occur.

1
1
Physiotherapy Student, Faculty of Health Sciences, Universitas Muhammadiyah Surakarta, Indonesia.
2*
Lecturer, Faculty of Health Sciences, Universitas Muhammadiyah Surakarta, Indonesia
*Corresponding author. Email: ubr155@ums.ac.id
The majority of the changes in the chronic for the resting state (r = 0.83, p = 0.17), and
phase occur between 12 and 24 weeks, which for alpha hemispheric asymmetry (r = 0.82, p
is the initial chronic phase. The main issues = 0.18). This suggests that basic motor
that disorders have an effect on a person's ability
post-stroke patients face in the chronic phase to control posture (10). Furthermore, because
are impaired balance and posture control, of the small sample size and high variability,
which leads to increased falls and instability the EEG correlation results were insignificant.
when walking. Stroke patients typically have In the meantime, EMG activation revealed a
motor control deficits, which contribute to significant difference in signal amplitude 2 (3)
decreased balance, postural control, mobility, = 2044.43, p 0.001, and resting state
and propioception (5). Because balance is amplitude 2 (3) = 1711.63, p 0.001. These
influenced by postural control, the ability to findings imply that patients with severe motor
maintain an upright posture is critical for impairment benefit the most from EMG
maintaining balance. After the chronic stage, activation. As a result, this EMG-based VR
the majority of stroke patients regain gait and platform is appropriate for people who have
balance function (6). Reduced static and recurrent strokes (11).
dynamic balance are major risk factors in
post-stroke patients, limiting their ability to A meta-analysis of randomized controlled
perform daily activities (7). Virtual reality trials provides clinical evidence of the efficacy
training can help with postural and balance of video game-based virtual reality treatment
issues. VR is a technology that allows users to aimed at improving functional balance in post-
interact in a virtual world that appears real to stroke individuals within two weeks. These
the user. Unlike traditional interfaces, virtual interventions had no effect on post-stroke
reality places the user in a 3D world by individuals' mobility or postural balance (12).
stimulating as many senses as possible, Therefore, the goal of this study is to
including sight, hearing, touch, and even the determine the efficacy of virtual reality
sense of smell. Face-to-face rehabilitation training in post-stroke patients.
training programs necessitate the supervision
of a qualified individual. With the widening Review Methods
number of elderly people who require health Research Design: This type of research is a
services, a new method is needed to increase literature review, which begins by analizyng
the elderly's participation and compliance in a relevant articles in the topic/discussion being
rehabilitation exercise program. A balance reviewed. Reviewing articles by identifying
exercise using virtual reality (VR) that can and categorizing elements to be reviewed
improve balance and develop fine gross motor from several articles that discuss the same
functions and coordination is a new topic.
breakthrough that can be developed (8). VR
immersion can be obtained by combining Identification and Selection of Trials: A
three elements: hardware, software, and comprehensive search of scientific articles
sensory organs and nerves. Head-mounted published between 2012 and 2022 was
displays (HMDs) are pieces of hardware that conducted. The searchable databases were
use visual, auditory, and motion sensor PubMed, ScienceDirect, and PEDro. The
outputs to enhance the user's sensory retrieved article references were manually
experience in the created virtual environment. checked for further study as needed. The
Trackpads, joysticks, treadmills, and clothing- terms "virtual reality training," balance," and
mounted trackers can provide real-time "stroke" were used to search the database. The
sensations (9). Within six months, authors authors screened titles and abstracts for
indicated that virtual reality training is relevant studies. The authors then went over
effective in post-chronic stroke patients. This the titles and abstracts to see if the studies met
is demonstrated by the availability of EEG the inclusion criteria.
and EMG-based VR interventions., p = 0.04),
2
Inclusion and Exclusion Criteria: The study Participants in the included studies ranged in
that will be included is reviewed first, by age from 52 to 66 years. The median time of
determining the inclusion criteria and intervention ranged between 35 days and 3
exclusion criteria. The following inclusion years after the stroke. Seven trials included
criteria were used: (1) journals are published participants in the chronic post stroke phase,
in English (2) Randomized Controlled Trial and two trials included participants in the
(RCT)’s study that comparing pre and post- acute post stroke phase (13).
intervention (3) adult stroke patients in both
the acute and chronic phases (4) analyze all Interventions: Two research trials with virtual
types of virtual reality training therapy for reality games based on interactive
balance improvement. The study is not used if rehabilitation exercises (IREX). Three trials
there are exclusion criteria such as: (1) type of used virtual reality treadmills, while three
study conference abstract, case report, others used commercial game systems such as
dissertation or article review (2) Stroke Nintendo WiiSport, WiiFit, PC games
sufferers with balance problems. EyeToy: Play 2 and Xbox Kinetic. VR
programs range in length from 20 minutes to
Quality Asessment: The database scale one hour per session (11,14).
(PEDro) was used to evaluate study quality
methods that met the inclusion criteria. The Control group: Five clinical trials used the
PEDro scale is a reliable quality rating scale same treatment dose in both the intervention
with 11 items. The following categories are and control groups. One study included a
used to rate studies from very good to poor : control group that received no intervention.
A score of 9-10 is considered very good, a Three studies combined VR balance training
score of 6-8 is considered good, a score of 4-5 to traditional therapy. Three studies compared
is considered fair,and a score of less than 4 is VR balance training to treadmill balance
considered bad.The author assessed the training that did not include VR (15).
quality of PEDro scale independently.
Data Collection: Data extrected included
age,time since stroke onset, intervention and Outcome measurements
control protocol, frequency and duration of All studies recorded more than one outcome
intervention, outcome measure, primary measure at baseline and after intervention.
outcome, and PEDro score Various outcome measures were used to
measure static balance, dynamic balance, gait
Results balance, gait, and mobility. Seven studies used
Article Search Results: The initial search the Berg Balance Scale (BBS). Six studies
yielded a total of 434 articles from the used the Timed Up and Go (TUG) test. Five
database.After removing the duplicates, 49 studies used strength. platforms such as the
potential articles were identified. There are chedoke-McMaster Stroke Assessment scale,
357 articles that will be filtered based on titles leg domain, and gait temporospatial
and abstrects. After filtering the titles and parameters to evaluate dynamic balance and
abstracts, 28 articles were eliminated, leaving static balance. All studies demonstrated
14 potentially relevant. articles for full-text significant improvements in balance and gait
evaluation. According to the evaluation outcomes. The VR training group showed
results,seven articles did not meet the greater improvement in speed and gait
inclusion criteria. The title and abstracts were parameters when compared to the control
idependently evaluated by the author. Finally, group (16).
seven articles met the inclusion criteria and
were included in this review. Figure 1 depicts Articles included in the review: Following the
a flow chart for the literature search process. screening process, articles are reviewed using
the PICO method as a framework in the
Characristics of Included Trials: All studies review process to determine whether the
included both male and female participants. article is suitable for use as a research basis.
3
The PICO standard has four points, which are
as follows: (population, intervention,
comparison, and outcome). subjects who will
participate in the study; intervention,
specifically the treatment given to patients; In
the article, a comparison or comparison
affects the intervention group. The
achievement or study result in a study related
to the treatment given to research subjects is
referred to as the outcome.

The article's subject population is stroke


patients, and the intervention is some
exercises to improve functional, particularly in
the area of balance, in stroke patients. The
outcome is the result of measuring the
progress of functional improvement or
reduction, particularly patient’s balance.

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Identification of studies via databases and registers

Journal Identification and Search Through


Identification
Search Engine

Pubmed (n = 62)
ScienceDirect (n = 168) Duplicate records removed
PEDro (n = 204) (n = 49)
Total : (n = 434)

Journal Excluded Due to Irrelevant


Title
Screening Results after the same journals are deleted (n=357)
(n=378)

Journals Excluded Based on Exclusion


Criteria

Screened journal (n=14 )

(n=378)
Appropriatenes

Testing Journal Eligibility in Full Text


(n=28)

Journals Used in the Study


Results
(n=7)

Figure 1. . Flow Diagram of Study Selection

5
Tabel 1. PICO
AUTHOR STUDY POPULATION INTERVENTION COMPARATION OUTCOMES
(YEAR) DESIGN

Cho et al RCT N=24 Nintedo Wii Fit The independent t-test or chi- Berg Balance Scale (BBS) dan Times Up and
(2012) (Randomized Mean age = 63 dan Occupational Therapy square test is used to compare Go Test (TUG)
Controlled years group characteristics.
Trial) Time since Meanwhile, data from before
stroke> 6 months and after rehabilitation were
analyzed using paired t-tests
and independent t-tests
between groups.
Cho and Lee RCT N=14 VR-based treadmill using Gait and balance parameters Berg Balance Scale (BBS) Timed Up and Go
(2013) (Randomized Mean age = 65 real-world video recording of post-stroke patients were Test (TUG) Gait performance
Controlled years dan non-VR treadmill compared using the Timed
Trial) Time since stroke Up and Go Test in the
> 6 months control group and the Berg
Balance Scale in the
experimental group.
Fritz et al RCT N=30 Nintedo Wii sports , Wii Fit Comparison of the control Berg Balance Scale (BBS) Gait performance 6-
(2013) (Randomized Mean age = 62 dan Ps games Eye Toy : group, which did not receive minute walk test 3-meter walk
Controlled years Play 2 and Kinetic the intervention for 5 weeks,
Trial) Time since and the experimental group,
stroke=3 years which received interventions
such as the Timed Up and Go
Test and 3 meters of walking.
Cho and Lee RCT N=30 VR-based treadmill using Time for dynamic balance Berg Balance Scale (BBS), Timed Up and Go
(2014) (Randomized Mean age = 65 real-world, Occupational and gait of post-stroke Test (TUG), and gait temporospatial parameters
Controlled years therapy , functional patients in TRWVR
Trial) Time since stroke electrical stimulation (treadmill training based real-
> 6 months world video recording)
control and experimental
groups was compared.
McEwen et al RCT N=59 IREX VR games in standing The intervention was Timed Up and Go Test (TUG)
(2014) (Randomized Mean age = 60 dan IREX VR games in compared between groups. Chedoke-Mc Master
Controlled years sitting The control group received a Stroke Assessment scale leg domain
Trial) Time since Chedoke-Mc Master
stroke< 6 months intervention, whereas the
experimental group received
6
TUG.

Morone et al RCT N=50 Wii Fit dan balance therapy Comparison of the balance Berg Balance Scale (BBS) 10 m walking test
(2014) (Randomized Mean age = 60 therapy control group and the
Controlled years Wii Fit experimental group.
Trial) Time since stroke
< 6 moths

Llorens et al RCT N=20 VR step training Comparison of the control Berg Balance Scale (BBS) Tinetti Performance
(2015) (Randomized Mean age=57 group using traditional Oriented Mobility Assessment BBAC 10 m
Controlled years therapy versus the walking test
Trial) Time since stroke experimental group using
> 6 months virtual-based exercises

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PICO Results program based on real-world video footage may
According to Cho and others, investigated the be a valid
effect of virtual reality balance training (VRBT)
with a balance board game system on the approach to improving gait performance. in
balance of chronic stroke patients. There were patients suffering from chronic stroke (4).
22 patients randomly assigned to the According to Fritz and others, investigated the
experimental group (11 stroke patients aged effects of video game-based virtual reality on
65.26 years) and the control group (11 stroke chronic stroke patients in a study. Thirty people
patients aged 63.13 years). The experimental with chronic post-stroke hemiparesis (time
group underwent standard rehabilitation since stroke = 3.0 [2.9] years) were randomly
exercises (physical and occupational therapy) as assigned to either the game group or the normal
well as VRBT, whereas the control group activity control group. The game system
received only a standard rehabilitation exercise provides participants with an interactive
program. Balance measurements were taken interface that displays real-time movements of
using posturography. The Berg Balance Scale themselves or avatars on-screen. For five
was used to assess balance and mobility in weeks, participants played games for 50-60
dynamic balance using static and Timed Up and minutes per day, four days per week. The
Go tests (BBS). After completing the intervention consisted of consisted of strictly
intervention program for 6 weeks, the group standing-up games with no pshyical therapy.
showed greater improvement in dynamic The control group received no special treament
balance measurement and evaluation using BBS and continued with their normal activities (7).
and TUG. VRBT was more effective than the
control group. Both groups showed no Both groups were tested before the study, 5
improvement on the static balance test using weeks later (post test), and 3 months later. The
posturography (3). Fugl-Meyer Assessment, Berg Balance Scale,
Dynamic Gait Index, Timed Up & Go, 6-minute
According to Cho and Lee, investigated the walking test, 3 meter walk (handpicked and
effect of virtual reality balance on chronic fast), and perceived recovery are all outcome
stroke patients. Fourteen chronic stroke patients measures. This study (Fritz et al., 2013) found
were randomly assigned to either the that a virtual walking training program using
experimental (n = 7) or control (n = 7) groups. real-world video footage improved gait
Subjects in both groups underwent standard performance. These findings suggest that a
rehabilitation programs; additionally, the virtual walking training program based on real-
experimental group participated in a virtual world video footage may be a viable approach
walking training program using real-world to improving gait performance in chronic stroke
video footage for 30 minutes three times a week patients.
for six weeks, and the control group participated
in treadmill gait training for 30 minutes three According to Cho and Lee, investigated the
times a week for six weeks. Walking balance effects of treadmill-based virtual reality. Thirty
was assessed using the Berg Balance Scale chronic stroke patients were randomly assigned
(BBS) and the Timed Up and Go test. An to one of two groups: TRWVR (n = 15) or
electric road system is used to measure gait control (n = 15). Both groups completed the
performance. This study Cho and Lee standard rehabilitation program; however, the
demonstrated the beneficial effect of a virtual TRWVR group did TRWVR for 30 minutes per
walking training program using real-world day, three times per week, for six weeks, while
video footage on gait performance. These the control group did treadmill walking training
findings imply that a virtual walking training for 30 minutes per day, three times per week,
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for six weeks. The Berg Balance Scale (BBS), physiotherapy 20 minutes of balance therapy
Timed Up and Go test (TUG), and postural three times per week for four weeks. Balance
sway by force platform system were used to exercises for the patient's abilities focus on
assess balance ability. A pressure sensitive ramp trunk stabilization, weight transfer to the paresis
was used to assess gait performance. This of the legs, and exercises with the Freeman
study's findings suggest that adding real-world plank for balance and proprioception. The Wii
video footage to treadmill walking improves and control groups received rehabilitative
dynamic balance and gait in chronic stroke therapy in addition to standard physiotherapy,
patients which focused on facilitating movement in
(21). paresis and upper limb exercises as well as
improving balance, standing, and mobility.
According to McEwen, investigated the effects
of virtual reality exercise on chronic stroke The Santa Lucia Foundation's Ethics Committee
patients. A blinded randomized controlled trial approved the protocol, and all participants
was conducted on 59 stroke survivors in an provided written informed consent. The primary
inpatient stroke rehabilitation unit. The outcome measure in this study was balance, as
treatment group (n=30) received standard stroke measured by the Berg Balance Scale, with the
rehabilitation therapy as well as a balance- remaining outcomes including an assessment of
challenging virtual reality exercise program walking ability, as measured by a 10 m walking
(e.g., goaltending soccer, snowboarding) test at a self-selected pace (10MWT) and
performed while standing. The control group Functional Ambulatory Category (FAC), and
(n=29) received standard stroke rehabilitation disability, as measured by the Barthel Index
therapy as well as exposure to identical VR (BI). A physician who was blind to treatment
environments; however, the games did not test allocation assessed patients immediately after
balance (performed in a sitting position). VR randomization, after 4 weeks of intervention,
training consists of 10 to 12 daily 30-minute and after one month of follow-up. The
sessions spread out over a three-week period. randomization lists were generated by personal
Balance and mobility objective outcome computers of physicians who were not involved
measures were assessed before, immediately in the recruitment. Balance exercises using
after, and one month after training. This VR video game-based therapy, such as Wii Fit,
exercise intervention improves mobility have been shown to be effective for improving
outcomes in inpatient stroke rehabilitation. balance and reducing disability in patients with
Future research could include nonambulatory subacute stroke in addition to conventional
participants as well as strategies for therapy (17).
implementing VR in clinical settings (16).
According to Llorens, investigated the effects of
According to Morone, investigated the effects virtual reality-based stepping exercise on
of video game-based virtual reality on acute chronic stroke patients in a study. The control
stroke patients. Patients in the Wii group group received one hour of traditional therapy
completed 12 sessions of 20 minutes each of (13).
balance exercises performed with Wii Fit, three
times a week for four weeks, in addition to
standard physiotherapy. During the
intervention, three games were performed under
the supervision of a physiotherapist to train
balance, coordination, and endurance: hula
hoop, bubble blower, and sky slalom. Patients
in the control group received standard
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Study Results

Frequency
Citation year Participants Intervention of stimulation Outcome measurement Main results
BBS,TUG,and postural sway BBS and TUG in
Cho et al., 2012 N = 24 E:Nintendo Wii Fit + PT OT 18 sessions velocity during standing intervention
Mean age = 63 30minutes/day, 3 group were significantly
years C:PT OT days/week higher
time since stroke : > in the intervention group
6 months 6 weeks than
in control group(p< 0,05).
Postural sway velocities
were
not statistically different
between
the two groups (p< 0,05)

.
Cho and Lee, E:VR-based treadmill using real- Greater improvement in
2013 N = 14 world video recording 18 sessions BBS,TUG,and gait performance the BBS,TUG
30 minutes/day , 3 velocity , and cedance in
Mean age : 65 years days/week intervention
group compared to control
time since stroke : > group
6 months C:non-VR treadmill 6 week ( p < 0,05) .

E:Nintedo Wii sports and Wii Fit and No statistifically


Fritz et al., 2013 N = 30 Ps games 20 sessions BBS,FMA,gait performance, significant differences
between or within groups (
Mean age : 62 years Eye Toy: Play 2 and Kinetic 50-60 minutes 6-minute walk test , and 3-meter p > 0,05) .
time since stroke : 3
years C: no intervention 4 days/week walk

5 weeks

10
Cho and Lee, E : VR-based treadmill using real-world Significant improvements
2014 N = 30 video recording + PT,OT,and FES 18 sessions BBS,TUG,postural sway ,and gait were reported
Mean age : 65 in BBS,postural sway during
years 30 minutes/day temporospatial parameters gait,and
time since stroke : gait parameters in both groups
> 6 months C: non-VR treadmill + PT , OT , and FES 3 days/week ( P < 0,05)
Greater improvement were
6 weeks reported in
intervention group compared
to control group
postural sway during static
standing ( P > 0,05)

TUG,TMWT,and Chedoke-
McEwen et al., 10 to 12 McMaster stroke Assessment Both groups had improvement
2014 N=59 E : IREX VR games in standing sessions Scale leg domain. in all outcome
Mean age : 64 measure.Chedoke-McMaster
years C: IREX VR games in sitting 20 minutes/day leg domain score
was significantly higher in
intervention group than
time since stroke : in control group group ( P <
< 6 months 3 weeks 0,05).

Morone et al., BBS,BI,and 10 m walking test test BBS,BI,and 10 m walking test


2014 N= 50 E: Wii Fit + PT 12 sessions recorder at baseline, were significantly
Mean age : 60 20 minutes/day, higher in intervention group
years C:usual balance therapy + PT 3 day/week after intervention than in control
time since stroke : group ( P < 0,05 ) . The
< 6 months 4 weeks and at one-month follow up difference was maintained

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Llorens et E: VR step training 20
al.,2015 N=20 with PT sessions BBS,the balance and gait subscales of Both groups have significant improvement
the Tinetti Performance Oriented in BBS and 10 m walking test (P <
Mean age : 57 years C: PT 1 hour/day Mobility 0,01 ).Greater
time since stroke : > 6 5 Assessment,BBAC,and the 10 m improvements were reported in
months days/week walking test intervention
4 weeks group compared to control group.

BBA:Brunel Balance Assessment Category ; BBS : Berg Balance Scale; BI :Barthel Index; BPM:Balance Performance Monitor; C:control group ; COP:center of pressure;
E:experimental group; FAC:Functional Ambulation Categories; FES:functional electrical stimulation; FMA:Fugl- Meyer Assessment; IREX:Interactive Rehabilitation Exercise
Software; MMAS:Modified Motor Assessment Scale; OT:occupational therapy; PT:physical therapy; RCT:randomized controlled trial; TMWT:Two-MinuteWalkTest; TUG:Timed
Up and Go test.

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Discussion

Reduced balance and postural control are major improved balance but had no effect on postural
contributors to functional limitations and sway while standing (23).
barriers to performing daily activities in stroke
patients (17). The current evidence on balance Two moderate-quality studies focused on
and postural control is reviewed in this study. restoring balance during the acute and subacute
Evidence of sufficient to very good quality stages (15). Both studies found that dynamic
supports the positive impact of virtual reality balance between groups improved significantly.
training on static and dynamic balance in stroke However, because the two studies used different
patients. Five of the seven studies included outcome measures to assess balance ability,
patients in the chronic phase of a stroke. The strong conclusions about the effectiveness of
excellent rating on the PEDro scale (18) VR on restoring balance during the acute and
provided the strongest evidence that virtual subacute stages cannot be drawn(15).
reality balance is effective for routine conducted a study that included VR training in
physiotherapy to improve dynamic and static both intervention and control groups, with the
balance in chronic stroke patients. According to same intervention performed in different
(19), to improve dynamic balance, effective positions. As a result, it is difficult to
evidence suggests increasing traditional distinguish between the effects of VR coupling
physiotherapist virtual reality or treadmill and balance enhancement. According to another
exercise programs. However, in the study, study (24), his journal was methodologically
virtual reality training did not appear to have biased due to blindness, hidden allocation, and
any benefit in acute phase post stroke patients missing data. The effect of virtual reality on
(20). They found no statistically significant balance restoration during the early stages of
difference between groups in terms of balance- stroke is unknown.
related outcomes. These findings raise questions
about whether virtual reality training would be The included studies all had similar
an effective method of providing balance methodological flaws. None of the included
training without the intervention of a therapist. studies calculated sample sizes for the primary
More research is needed to confirm or disprove outcome measure, and the sample size is small.
these concerns. As a result, the included studies' results may
contain a type one error. Because of the small
Moderate evidence suggests that successful sample size and lack of external validity, the
virtual reality training has no significant impact reported findings may not be applicable to the
on static balance during standing as measured larger population. The intensity and duration of
by postural sway pressure displacement. intervention varied greatly between studies, and
However, the lack of difference does not appear no justification was provided in any of them.
to be related to or impact dynamic balance or The number of sessions varies, with lengths
gait recovery. After VR training, only one study ranging from 20 minutes to an hour. Several
was of high quality (11,21). Although postural studies included VR training as an adjunct to
sway is widely assumed to be the basis of a routine rehabilitation without increasing the
feedback system for recalibration of the postural amount of equivalent input in the recovery
control system with respect to the center of program's optimal "dose" control group. Five
gravity, it is debatable whether static balance is studies were at risk of bias due to therapist or
associated with dynamic balance or functional participant blindness.
ability (22). Previous research on weight- All of the studies included use various VR
supported treadmill training found that it systems, ranging from sophisticated laboratory-

14
based devices to standard commercial gaming reviews have noted, determining the impact of
devices. While they all drop into the "VR" each individual system on outcomes is difficult.
category, there may be differences between VR Therefore, it is impossible to draw conclusions
devices, and thus different levels of about which type of VR system is the most
effectiveness in balancing abilities. As other cost-effective (15).

that can increase the participation and


compliance of the elderly to take part in a
rehabilitation training program. A new
Figure 2 Figure 3
Figure 2 Figure 3 breakthrough that can be developed, namely a
balance exercise using virtual reality (VR) can
improve balance and develop gross fine motor
function and coordination (11). There are
several parameters to measure balance in post-
stroke patients, the following parameters have
validity and reliability values that are classified
Figure 4 Figure 5 as high to very high.

a. Berg Balance Scale (BBS)

BBS has been identified as the most common


balance assessment tool in stroke patients
(Blum and Bitensky, 2008 in Makizako et al.,
2015). Balance assessment was carried out
Figure 6 using the Berg Balance Scale (BBS). The BBS
consists of 14 movement tasks, namely standing
sitting and then standing, standing unaided for 2
Figure 2. VRT with Nintendo Wii Fit (4),
minutes, standing with eyes closed, standing
Figure 3 VRT with Treadmill (Cho and
with feet together, standing and sitting, sitting
Lee,2013), Figure 4 VRT with IREX VR
without support behind him, moving with and
Games in Sitting (5) , Figure 5 VRT with IREX
without assistance, reaching things with his
VR Games in Standing (5) , and Figure 6 VRT
arms. reachable, picks up object from floor,
with Video Based Games (Cho and Lee,2013).
turns to look back, turns 3600 , places 1 foot on
Balance in Post Stroke Patients chair alternately, places 1 foot in front, stands
Postural and balance disorders can be on one leg. Balance assessment takes an
intervened using Virtual reality training. VR is a average of 15 minutes(25).
technology where a user can interact in a virtual
world but looks as real as the person using it. b.Timed Up and Go Test (TUG)
Unlike the use of traditional interfaces, VR no The Timed Up and Go Test (TUGT) is a type of
longer places the user in front of a monitor measurement used to evaluate walking balance
screen, rather in a 3D world by stimulating as related to the risk of falling in patients with a
many senses as possible such as sight, hearing, sensitivity and specificity of 87%. 10MWT is
touch and even the sense of smell. face-to-face an observational clinical measure designed to
rehabilitation training programs require evaluate the walking speed of stroke patients
supervision by a competen person. With the with a significance value of p<0.001 (24).
development of so many elderly people who
need health services, a new method is needed
15
c.Balance with Tinetti's POMA (Performance worth 0 points. The first item (eligibility
Oriented Mobility Assessment) criteria) was not calculated, so the maximum
Tinetti's POMA (Performance Oriented total score is 10. The included studies' mean
Mobility Assessment) is a walking balance and PEDro score was 6.
functional examination developed by Mary All articles assigned participants to groups at
Tinnety. This test consists of a balance section random, reported the same group at baseline
and a gait section that have different criteria and reporting point size estimates of variability,
scoring. Balance training in improving balance reported results of statistical comparisons
is proven by the examination and evaluation of between groups, and reported patient prognostic
Tinetti's POMA (Performance Oriented indicators. Four articles reported using hidden
Mobility Assessment) (23). allocation, and six articles reported using a
"intention to treat" analysis. Six articles blinded
Quality Assessment raters, but no articles blinded therapists.
The PEDro scale, which contains 11 assessment
items, is used to evaluate the study's quality. If
the item is listed in the article, it is given the
statement "Yes" and is worth 1 point; if it is not
listed, it is given the statement "No" and is

16
Table 3. The Physiotherapy Evidence Database scale criteria and trail scores
Cho et Cho and Lee Fritz et Cho and Lee, McEwen Morone Llorens
al.,2012 2013 al.,2013 2014 et al., 2014 et al., 2014 et al., 2015
Random allocation 1 1 1 1 1 1 1
Concealed allocation 0 1 1 1 0 0 1
Baseline comparability 1 1 0 1 1 0 1
Subject blinded 0 0 0 0 1 0 0
Therapist blinded 0 0 0 0 0 0 0
Assessor blinded 0 1 1 1 1 1 1
Data for at least 1 outcome from > 85% 1 0 1 0 0 0 1
of subjects
No missing data or,if missing,intention 1 1 1 1 0 1 1
to treat analysis
Between-group analysis 1 1 1 1 1 1 1
Point estimates and variability 1 1 0 1 1 1 1
Total score(/10) 6 7 6 7 6 5 8

1= yes; 0=no

17
Conclusion
Overall, there is some evidence to suggest that
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