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The Effects of Virtual Reality Training and Traditional Balance Training on Balance in Patients with Functional Ankle Instability

가상현실과 전통적 균형훈련이 기능적 발목 불안정성 환자의 균형에 미치는 효과

  • Kim, Su-Hyeon (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University) ;
  • Park, So-Hee (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University) ;
  • Kim, Da-Jung (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University) ;
  • Gwak, Yu-Jin (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University) ;
  • Shin, Yeon-Jin (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University) ;
  • Kim, Su-Jin (Department of Physical Therapy, Colleges of Medical Sciences, Jeonju University)
  • 김수현 (전주대학교 의과학대학 물리치료학과) ;
  • 박소희 (전주대학교 의과학대학 물리치료학과) ;
  • 김다정 (전주대학교 의과학대학 물리치료학과) ;
  • 곽유진 (전주대학교 의과학대학 물리치료학과) ;
  • 신연진 (전주대학교 의과학대학 물리치료학과) ;
  • 김수진 (전주대학교 의과학대학 물리치료학과)
  • Received : 2020.03.02
  • Accepted : 2020.04.19
  • Published : 2020.08.31

Abstract

Purpose: Functional ankle instability (FAI) causes tension in the joints, ligaments, and tendons, and the impact on visual and vestibular organs leads to imbalance. This study compared the effects of a traditional balance training program to virtual reality training to improve FAI. Methods: Twenty-four participants with FAI (CAIT score < 24) were assigned to a virtual reality training group (n = 13) and a traditional balance training group (n = 11). Both groups pursued their respective training program for four weeks. After a ten-minute warm-up, participants completed a 30-minute training session, three times per week. The traditional balance training group underwent static and dynamic training using a balance board and a stability trainer pad while the virtual reality group underwent balance training using a virtual reality program. Biorescue was used to measure changes in the speed and length of center of pressure (COP) for single-leg stance pre- and post-training. Results: The speed and length of COP improved significantly in both groups after training as compared to before (p < 0.05). However, there were no significant differences in these outcomes between the virtual reality training group and the traditional balance training group (p>0.05). Conclusion: The study findings confirm the effectiveness of both virtual reality training and traditional balance training in reducing ankle instability, with no difference in treatment effects.

Keywords

References

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