Bio Feedback Recovery

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A critical analysis of efficacy of commercial biofeedback devices on motor recovery in lower limb among stroke patients.

Introduction. A stroke has become one of the most serious diseases which threatens public health worldwide. A prevalence of a stroke increases with age but it is not natural part of aging process. According to the Australian Institute of Health and Welfare (2013), more than 375,000 Australians had suffered by stroke in 2009 and 70% of them were more than aged 65. Furthermore, more than a third of Australians among them had a disability from the stroke (Australian Institute of Health and Welfare, 2013). A stroke often leaves people with paralysis, balance problem, cognitive problem, speech impairment and loss of memory depends …show more content…

Recently, commercial gaming devices such as Nintendo Wii and virtual reality have gained attention as biofeedback in stroke rehabilitation. Biofeedback devices recognize intrinsic physiological feedback from patient and transforms into extrinsic feedback through visual, auditory and tactile system. Biofeedback may have advantages to enhance motor skills as it provides continuous, accurate feedback to the patient. Therefore, this essay examines the effectiveness of biofeedback devices in stroke rehabilitation especially on lower limb activities since impairment of lower limb such as walking and balancing is associated with independence of the patient, hence how these biofeedback devices influence neural plasticity among stroke patients.

Stroke occurs when the blood supply to the brain is restricted either through a blockage or bleeding, which reduces or restrains the supply of oxygen to the brain causing permanent neurological damage. Furthermore, it leaves a person impaired functional ability. In this essay, impairment of lower limb will be focused since it is highly related to independence of a patient’s life. The processes of motor impairment of …show more content…

It is a form of extrinsic feedback which transforms biological signals into an output through visual, auditory and tactile systems to provide feedbacks to the patients. Recently commercial gaming devices such as Nintendo Wii and virtual reality have gained attention as a form of biofeedback. Iruthayarajah et al(2017) and Stanton et al(2016) review articles with meta-analysis about efficacy of biofeedback devices in stroke rehabilitation. Iruthayarajah et al(2017) examine randomized controlled trials including Nintendo Wii balance board, treadmill training with virtual reality(VR) and postural training with VR in chronic stroke patients up to September 2015. Outcome of efficacy of VR was measured with Berg Balance Scale(BBC) which is a measurement of functional balance through standing exercises and the Timing Up and Go test(TUG) which measures time in seconds of a person standing from sitting(Iruthayarajah et al, 2017). Significant improvement of balance in chronic stroke patient were observed after VR treatment and superior to the effect of conventional physical therapy(Iruthayarajah et al, 2017). All of trainings with VR was shown to provide substantial benefit but improvement of balance training with VR was the most outstanding(Iruthayarajah et al, 2017). Stanton et al(2016) also reviewed 18 randomized controlled trials assessing motor function in lower limb with any

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