• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

在学校环境中,使用 Kinect Xbox 360 为脑瘫儿童提供治疗:初步研究。

Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study.

机构信息

Department of Physiotherapy, Occupational Therapy, Rehabilitation and Physical Medicine, Faculty of Health Sciences, Rey Juan Carlos University, Alcorcón, Madrid, Spain.

出版信息

NeuroRehabilitation. 2013;33(4):513-21. doi: 10.3233/NRE-131001.

DOI:10.3233/NRE-131001
PMID:24018364
Abstract

BACKGROUND

Limited evidence is available about the effectiveness of virtual reality using low cost commercial consoles for children with developmental delay.

OBJECTIVE

The aim of this preliminary study is to evaluate the usefulness of a videogame system based on non-immersive virtual reality technology (Xbox 360 KinectTM) to support conventional rehabilitation treatment of children with cerebral palsy. Secondarily, to objectify changes in psychomotor status of children with cerebral palsy after receiving rehabilitation treatment in addition with this last generation game console.

METHODS

11 children with cerebral palsy were included the study. A baseline, a post-treatment and a follow-up assessment were performed related to motor and the process skills, balance, gait speed, running and jumping and fine and manual finger dexterity. All the participants completed 8 weeks of videogame treatment, added to their conventional physiotherapy treatment, with Xbox 360 Kinect™ (Microsoft) game console.

RESULTS

The Friedman test showed significant differences among the three assessments for each variable: GMFM (p = 0.001), AMPS motor (p = 0.001), AMPS process (p = 0.010), PRT (p = 0.005) and 10 MW (p = 0.029). Wilcoxon test showed significant statistically differences pre and post-treatment, in all the values. Similarly, results revealed significant differences between basal and follow-up assessment. There were not statistical differences between post-treatment and follow-up evaluation, indicating a long-term maintenance of the improvements achieved after treatment.

CONCLUSIONS

Low cost video games based on motion capture are potential tools in the rehabilitation context in children with CP. Our Kinect Xbox 360 protocol has showed improvements in balance and ADL in CP participants in a school environment, but further studies are need to validate the potential benefits of these video game systems as a supplement for rehabilitation of children with CP.

摘要

背景

关于使用低成本商业控制台为发育迟缓儿童提供虚拟现实的有效性,目前仅有有限的证据。

目的

本初步研究旨在评估基于非沉浸式虚拟现实技术(Xbox 360 KinectTM)的视频游戏系统用于支持脑瘫儿童常规康复治疗的有用性。其次,客观评估脑瘫儿童在接受除最新一代游戏机之外的常规康复治疗后运动和感知运动技能、平衡、步态速度、跑步和跳跃以及精细和手动手指灵巧度的变化。

方法

纳入 11 例脑瘫患儿。对运动和感知运动技能、平衡、步态速度、跑步和跳跃以及精细和手动手指灵巧度进行基线、治疗后和随访评估。所有参与者都完成了 8 周的 Xbox 360 KinectTM(微软)游戏机视频游戏治疗,附加常规物理治疗。

结果

弗里德曼检验显示,每个变量的三种评估均存在显著差异:粗大运动功能评定量表(GMFM)(p = 0.001)、适应行为量表运动(AMPS 运动)(p = 0.001)、适应行为量表感知运动(AMPS 感知运动)(p = 0.010)、原地踏步测试(PRT)(p = 0.005)和 10 米步行速度(p = 0.029)。Wilcoxon 检验显示,在治疗前后,所有值均具有显著的统计学差异。同样,结果显示基础评估和随访评估之间存在显著差异。治疗后评估与随访评估之间无统计学差异,表明治疗后获得的改善具有长期维持性。

结论

基于运动捕捉的低成本视频游戏是 CP 儿童康复环境中的潜在工具。我们的 Kinect Xbox 360 方案显示,在学校环境中,CP 参与者的平衡和 ADL 有所改善,但需要进一步研究来验证这些视频游戏系统作为 CP 儿童康复补充的潜在益处。

相似文献

1
Kinect Xbox 360 as a therapeutic modality for children with cerebral palsy in a school environment: a preliminary study.在学校环境中,使用 Kinect Xbox 360 为脑瘫儿童提供治疗:初步研究。
NeuroRehabilitation. 2013;33(4):513-21. doi: 10.3233/NRE-131001.
2
Motor Improvement Using Motion Sensing Game Devices for Cerebral Palsy Rehabilitation.使用运动感应游戏设备进行脑瘫康复的运动改善
J Mot Behav. 2017 May-Jun;49(3):273-280. doi: 10.1080/00222895.2016.1191422. Epub 2016 Sep 3.
3
Effectiveness of a low-cost virtual reality system for children with developmental delay: a preliminary randomised single-blind controlled trial.低成本虚拟现实系统对发育迟缓儿童的疗效:一项初步的随机单盲对照试验。
Physiotherapy. 2012 Sep;98(3):189-95. doi: 10.1016/j.physio.2012.06.003. Epub 2012 Jul 31.
4
Does virtual reality training using the Xbox Kinect have a positive effect on physical functioning in children with spastic cerebral palsy? A case series.使用Xbox Kinect进行虚拟现实训练对痉挛型脑瘫儿童的身体功能有积极影响吗?一项病例系列研究。
J Pediatr Rehabil Med. 2018;11(2):95-101. doi: 10.3233/PRM-160415.
5
Keeping up with video game technology: objective analysis of Xbox Kinect™ and PlayStation 3 Move™ for use in burn rehabilitation.紧跟视频游戏技术:用于烧伤康复的Xbox Kinect™和PlayStation 3 Move™的客观分析
Burns. 2014 Aug;40(5):852-9. doi: 10.1016/j.burns.2013.11.005. Epub 2013 Dec 2.
6
Effects of virtual reality in body oscillation and motor performance of children with cerebral palsy: A preliminary randomized controlled clinical trial.虚拟现实对脑瘫儿童身体摆动和运动表现的影响:一项初步的随机对照临床试验。
Complement Ther Clin Pract. 2019 May;35:189-194. doi: 10.1016/j.ctcp.2019.02.014. Epub 2019 Feb 25.
7
Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: a pilot study.任天堂 Wii™ 作为发展中国家脑瘫儿童康复工具的潜力:一项试点研究。
Physiotherapy. 2012 Sep;98(3):238-42. doi: 10.1016/j.physio.2012.05.011. Epub 2012 Jul 23.
8
Motor performance of individuals with cerebral palsy in a virtual game using a mobile phone.使用手机在虚拟游戏中脑瘫患者的运动表现
Disabil Rehabil Assist Technol. 2018 Aug;13(6):609-613. doi: 10.1080/17483107.2017.1392620. Epub 2017 Nov 1.
9
Effects of home-based locomotor treadmill training on gross motor function in young children with cerebral palsy: a quasi-randomized controlled trial.家庭式助行跑台训练对脑瘫幼儿粗大运动功能的影响:一项准随机对照试验。
Arch Phys Med Rehabil. 2013 Nov;94(11):2061-7. doi: 10.1016/j.apmr.2013.05.012. Epub 2013 Jun 5.
10
Video game-based coordinative training improves ataxia in children with degenerative ataxia.基于视频游戏的协调性训练可改善退行性共济失调儿童的共济失调。
Neurology. 2012 Nov 13;79(20):2056-60. doi: 10.1212/WNL.0b013e3182749e67. Epub 2012 Oct 31.

引用本文的文献

1
Emerging Therapies for Neurological Disorders: A Clinical Review of MANAGED (Music, Art, Nature-Based, Animal-Assisted, Game, Essential Oil, Dance) Care.神经系统疾病的新兴疗法:MANAGED(音乐、艺术、自然疗法、动物辅助疗法、游戏、精油、舞蹈)护理的临床综述
NeuroSci. 2025 Jun 4;6(2):51. doi: 10.3390/neurosci6020051.
2
The wide world of technological telerehabilitation for pediatric neurologic and neurodevelopmental disorders - a systematic review.技术远程康复在儿科神经和神经发育障碍中的广泛应用 - 系统评价。
Front Public Health. 2024 Apr 17;12:1295273. doi: 10.3389/fpubh.2024.1295273. eCollection 2024.
3
Impact of Mobile Games-Aided Neurorehabilitation: A Systematic Literature Review.
手机游戏辅助神经康复的影响:一项系统文献综述
Malays J Med Sci. 2023 Dec;30(6):29-44. doi: 10.21315/mjms2023.30.6.4. Epub 2023 Dec 19.
4
Head-Mounted Displays for Upper Limb Stroke Rehabilitation: A Scoping Review.用于上肢中风康复的头戴式显示器:一项范围综述
J Clin Med. 2023 Nov 30;12(23):7444. doi: 10.3390/jcm12237444.
5
A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy.基于严肃游戏的脑瘫患者康复的范围综述。
Int J Environ Res Public Health. 2023 Nov 1;20(21):7006. doi: 10.3390/ijerph20217006.
6
Therapeutic Effects of Metaverse Rehabilitation for Cerebral Palsy: A Randomized Controlled Trial.元宇宙康复治疗脑瘫的疗效:一项随机对照试验。
Int J Environ Res Public Health. 2023 Jan 15;20(2):1578. doi: 10.3390/ijerph20021578.
7
Active Video Games Performance and Heart Rate on the Wii or Kinect in Children with and without Developmental Coordination Disorder.患有和未患有发育性协调障碍的儿童在Wii或Kinect上进行的体感游戏表现及心率情况
Children (Basel). 2022 Nov 25;9(12):1823. doi: 10.3390/children9121823.
8
Short term effects of anodal cerebellar vs. anodal cerebral transcranial direct current stimulation in stroke patients, a randomized control trial.脑卒中患者中阳极小脑与阳极大脑经颅直流电刺激的短期效应:一项随机对照试验
Front Neurosci. 2022 Nov 24;16:1035558. doi: 10.3389/fnins.2022.1035558. eCollection 2022.
9
A New Architecture for Customizable Exergames: User Evaluation for Different Neuromuscular Disorders.一种用于可定制运动游戏的新架构:针对不同神经肌肉疾病的用户评估。
Healthcare (Basel). 2022 Oct 21;10(10):2115. doi: 10.3390/healthcare10102115.
10
Non-Immersive Virtual Reality as an Intervention for Improving Hand Function and Functional Independence in Children With Unilateral Cerebral Palsy: A Feasibility Study.非沉浸式虚拟现实作为改善单侧脑瘫儿童手部功能和功能独立性的干预措施:一项可行性研究。
Cureus. 2022 Jun 19;14(6):e26085. doi: 10.7759/cureus.26085. eCollection 2022 Jun.