Related Experiment Video
Updated: Jun 21, 2025

A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
Published on: May 16, 2025
The effect of balance training using touch controller-based fully immersive virtual reality devices on balance and
Ho-Dong Kwak1, Eunjung Chung2, Byoung-Hee Lee1
1Department of Physical Therapy, College of Health and Welfare, Sahmyook University, Seoul, Republic of Korea.
Background:
Fully immersive virtual reality (FIVR) removes information from the real world and replaces it with computer-generated data, creating the impression of being in a genuine virtual world.
Objective:
To evaluate the effects of balance training using touch controller-based FIVR devices on balance and walking abilities in patients with stroke.
Methods:
The participants were randomly categorized into the FIVR group (n = 18) and control group (n = 18). The control group received conventional therapy for 5 sessions, 30 minutes per week, for 5 weeks. The FIVR group practiced additional touch controller-based FIVR balance training for 3 sessions of 30 minutes per week for 5 weeks and changes in balance and walking ability were measured for both groups.
Results:
Touch controller-based FIVR balance training significantly improved the Berg Balance Scale (BBS) and, timed up-and-go (TUG) test results (P < .01). There was also significant improvement in gait abilities, including gait velocity, step length of the affected side, stride length, and single limb support of the affected side (P < .01).
Conclusion:
Touch controller-based FIVR balance training improved balance and gait in patients with stroke. These results indicate that touch controller-based FIVR balance training is feasible and suitable for patients with stroke, providing a promising avenue for rehabilitation.

