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颈部疼痛对颈椎运动学的影响,在虚拟环境中评估。

The effect of neck pain on cervical kinematics, as assessed in a virtual environment.

机构信息

Department of Physical Therapy, University of Haifa, Israel.

出版信息

Arch Phys Med Rehabil. 2010 Dec;91(12):1884-90. doi: 10.1016/j.apmr.2010.09.007.

Abstract

OBJECTIVE

To compare cervical kinematics during functional motion in patients with neck pain and in asymptomatic participants using a novel virtual reality assessment.

DESIGN

Clinical comparative trial.

SETTING

Participants were recruited from university staff and students, and from a local physical therapy clinic.

PARTICIPANTS

Patients with chronic neck pain (n=25) and asymptomatic participants (n=42).

INTERVENTIONS

Not applicable.

MAIN OUTCOME MEASURES

Kinematic measures (response time, peak and mean velocity, number of velocity peaks, time to peak velocity percentage) were sampled while participants were engaged in the virtual game. Group and motion direction differences were assessed with a 2-way repeated-measures analysis of variance, Tukey-Kramer testing, and contrast analysis when relevant.

RESULTS

Participants with neck pain had lower peak and mean velocities than the asymptomatic participants (P<.0001). They also demonstrated a greater number of velocity peaks, indicating impaired motion smoothness (P=.0036). No significant group differences were found for response time or for time to peak velocity percentage. Cervical rotations were significantly faster and smoother than flexion and extension movements (P<.05). The overall impairment percentage in velocity and smoothness of cervical motion in patients with neck pain ranged from 22% to 44% compared with asymptomatic participants.

CONCLUSIONS

Velocity and smoothness of cervical motion were more restricted in patients with chronic neck pain than found previously. Unlike range of motion and other static measurements, these dynamic variables reflect functional cervical motion and therefore contribute to a better understanding of the impairment associated with neck pain. Because the ability to move quickly in response to external stimuli is a commonly occurring phenomenon, this deficit is highly relevant to clinical assessment and management.

摘要

目的

使用新型虚拟现实评估比较颈痛患者和无症状参与者在功能运动期间的颈椎运动学。

设计

临床对比试验。

设置

参与者从大学教职员工和学生以及当地物理治疗诊所招募。

参与者

慢性颈痛患者(n=25)和无症状参与者(n=42)。

干预措施

不适用。

主要观察指标

参与者参与虚拟游戏时采样运动学测量(反应时间、峰值和平均速度、速度峰值数、达到峰值速度百分比的时间)。使用 2 路重复测量方差分析、Tukey-Kramer 检验和相关时的对比分析评估组和运动方向差异。

结果

颈痛患者的峰值和平均速度均低于无症状患者(P<.0001)。他们还表现出更多的速度峰值,表明运动流畅性受损(P=.0036)。反应时间或达到峰值速度百分比在组间无显著差异。颈椎旋转比屈伸运动更快更流畅(P<.05)。颈痛患者颈椎运动速度和流畅性的整体损伤百分比范围为 22%至 44%,与无症状参与者相比。

结论

与先前的研究相比,慢性颈痛患者的颈椎运动速度和流畅性受到更多限制。与运动范围和其他静态测量不同,这些动态变量反映了功能性颈椎运动,因此有助于更好地理解与颈痛相关的损伤。由于快速响应外部刺激的能力是一种常见的现象,因此这种缺陷与临床评估和管理密切相关。

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