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Effect of Laser Therapy on Inflammation in Pneumonia or Pneumonia Sepsis through the Nf-Kb Regulatory Pathway: A Literature Review Study Rahmad, Rahmad; Djaharuddin, Irawati; Fauzi, Yanuar Rahmat; Purbasari, Bethasiwi; Hakimah, Annisatul; Waluyo, Yose
Proceedings Book of International Conference and Exhibition on The Indonesian Medical Education Research Institute Vol. 8 No. - (2024): Proceedings Book of International Conference and Exhibition on The Indonesian M
Publisher : Writing Center IMERI FMUI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69951/proceedingsbookoficeonimeri.v8i-.242

Abstract

Pneumonia is the most frequent cause of death from infectious diseases is the eighth leading cause of death in the United States. Meanwhile, sepsis and septic shock remain the leading causes of death among critical patients despite decades of significant advances in supportive therapy. A major factor leading to high morbidity and mortality from septic shock is the lack of effective treatment. Many different options have been proposed, among which the prospect of low-level laser therapy is being discussed quite actively. Laser therapy is a viable way to treat pneumonia or sepsis pneumonia. It is known for its benefits as an anti-inflammatory effect that can reduce the levels of pro-inflammatory cytokines, namely IL-6, as well as increase TNFα levels and enhance the balance of inflammatory processes. Additional research is required to confirm the effect of laser therapy on inflammation, especially the NF-kB pathway in cases of pneumonia or sepsis pneumonia in vitro, in vivo and in clinical studies.
Effects of a virtual reality exergame on cardiorespiratory function in older adults Bakri, Dina Fatiyah; Warliani, Melda; Waluyo, Yose; Mubarak, Husnul; Mayasari, Nilla; Zainuddin, Andi Alfian
Physical Therapy Journal of Indonesia Vol. 6 No. 2 (2025): July-December 2025
Publisher : Universitas Udayana dan Diaspora Taipei Medical University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51559/ptji.v6i2.321

Abstract

Introduction: With increasing life expectancy, the elderly population is at higher risk for cardiorespiratory decline. Exercise is known to reduce this decline, but adherence to exercise programs can be low. Virtual reality (VR) exergaming offers an engaging alternative, potentially increasing motivation while providing similar benefits. This study aimed to evaluate the effectiveness of VR exergaming in improving cardiorespiratory function in elderly individuals. Methods: A randomized controlled trial was conducted with 40 elderly participants (VR exergaming, n=24; conventional aerobic exercise, n=16). Both groups exercised three times per week for six weeks. The VR group used Ring Fit Adventure on the Nintendo Switch, while the control group performed structured aerobic exercises. Cardiorespiratory parameters—heart rate (HR), respiratory rate (RR), blood pressure (BP), predicted maximal oxygen uptake (VO₂ max) from the 6-minute walking test (6MWT), peak expiratory flow rate (PEFR), and peak cough flow rate (PCFR)—were assessed before and after the intervention. Results: Significant improvements were observed in VO₂ max, RR, BP, PEFR, and PCFR in both groups, though HR did not change significantly. Despite baseline differences in VO₂ max, overall improvements were comparable between the two groups. Conclusion: VR exergaming was as effective as conventional exercise in improving cardiorespiratory function in older adults and offers an engaging and enjoyable alternative.
The effect of a virtual reality exergame on handgrip strength and cognitive function in post-stroke patients Wangsa, Jeanie Dewi; Hasan, Rumaisah; Nikmatiyah, Wa Ode Sri; Waluyo, Yose; Mubarak, Husnul; Zainuddin, Andi Alfian
Physical Therapy Journal of Indonesia Vol. 6 No. 2 (2025): July-December 2025
Publisher : Universitas Udayana dan Diaspora Taipei Medical University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51559/ptji.v6i2.322

Abstract

Background: More than 60% of stroke patients have chronic neurological impairments that impair hand strength and cognitive function, lowering their quality of life. While virtual reality (VR) exergames have been extensively researched as adjuvant therapies, evidence of their simultaneous effects on motor and cognitive skills is scarce. This study aimed to evaluate the impact of VR exergames on handgrip strength and cognitive function in post-stroke patients. Methods: The study used a randomized controlled trial design with 60 subacute post-stroke patients who were randomly assigned to either the control group, which received conventional care (occupational therapy and physiotherapy), or the intervention group (conventional care plus VR exergame therapy) for eight weeks. This study included first-time stroke patients with onset ≥1 month, mild to moderate hemiparesis (MMT ≥ 3), and hemodynamic stability. Participants with significant spasticity (MAS > 3), aphasia, or uncontrolled comorbidities were excluded. Before, during, and after the intervention, handgrip strength and cognitive function were tested using the Indonesian version of the Montreal Cognitive Assessment (MoCA-Ina). Results: After 8 weeks of therapy, the intervention group showed a significant increase in handgrip strength (+3.9 points, p-value= 0.040) and MoCA-Ina scores (+5 points, p-value= 0.007) compared to the control group. Conclusion: Integrating VR exergames with conventional rehabilitation significantly improves handgrip strength and cognitive function in post-stroke patients compared to traditional therapy alone.