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Original Article

The Impact of Oculus MR-Based Exercise in Comparison to Conventional Physical Therapy Approaches on Lower Limb Rehabilitation in Healthy Adults: A Randomized Controlled Trial

Abstract

Purpose This study aims to compare the effectiveness of a MRbased exercise device with traditional physiotherapy methods and assess how these approaches impact lower limb strength, muscular endurance, cardiorespiratory endurance, flexibility, and balance. Methods The study involved 24 healthy adults divided into two groups: an MRbased exercise device group and a traditional physiotherapy group, each performing exercises for four weeks. Assessment parameters included strength, muscular endurance, cardiorespiratory endurance, flexibility, and balance, with pre and post intervention measurements. Strength was evaluated using onerepetition maximum (1RM), muscular endurance by the number of repetitions at a set weight, cardiorespiratory endurance via a twominute step test, flexibility with the Sit and Reach test, and balance through the Timed Up and Go (TUG) test. Results Both groups showed significant improvements in strength, muscular endurance, and cardiorespiratory endurance from pre to post intervention (p < 0.05). However, there were no significant changes in flexibility and balance (p > 0.05). No significant differences were observed in post intervention results between the MRbased exercise device group and the traditional physiotherapy group across all parameters. Conclusion This study suggests that both MRbased exercise devices and traditional physiotherapy methods are similarly effective in improving lower limb strength, muscular endurance, and cardiorespiratory endurance. However, the improvements in flexibility and balance were limited, possibly due to the characteristics of the participants and the assessment tools. MRbased exercise devices have the potential to serve as an alternative in physiotherapy, though future studies should include more diverse populations and evaluate longterm effects for more comprehensive findings.



Keywords



DTx Digital healthcare gamification mixed reality



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  • kbobath
  • 한국연구재단
  • 국회도서관
  • KCI 문헌 유사도 검사 서비스