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本文引用的文献

1
Best practice recommendations for the development, implementation, and evaluation of online knowledge translation resources in rehabilitation.康复领域在线知识转化资源开发、实施与评估的最佳实践建议。
Phys Ther. 2015 Apr;95(4):648-62. doi: 10.2522/ptj.20130500. Epub 2014 Oct 9.
2
Brain plasticity and motor practice in cognitive aging.大脑可塑性和认知老化中的运动实践。
Front Aging Neurosci. 2014 Mar 10;6:31. doi: 10.3389/fnagi.2014.00031. eCollection 2014.
3
Recognising neuroplasticity in musculoskeletal rehabilitation: a basis for greater collaboration between musculoskeletal and neurological physiotherapists.认识肌肉骨骼康复中的神经可塑性:肌肉骨骼与神经物理治疗师加强合作的基础。
Man Ther. 2014 Dec;19(6):614-7. doi: 10.1016/j.math.2014.01.006. Epub 2014 Jan 25.
4
Virtual reality rehabilitation from social cognitive and motor learning theoretical perspectives in stroke population.从社会认知和运动学习理论视角看虚拟现实在中风患者康复中的应用
Rehabil Res Pract. 2014;2014:594540. doi: 10.1155/2014/594540. Epub 2014 Jan 9.
5
The effect of Xbox Kinect intervention on balance ability for previously injured young competitive male athletes: a preliminary study.Xbox Kinect干预对既往受伤的年轻男性竞技运动员平衡能力的影响:一项初步研究。
Phys Ther Sport. 2014 Aug;15(3):148-55. doi: 10.1016/j.ptsp.2013.08.004. Epub 2013 Sep 4.
6
Video games and rehabilitation: using design principles to enhance engagement in physical therapy.电子游戏与康复:运用设计原理提升物理治疗中的参与度。
J Neurol Phys Ther. 2013 Dec;37(4):166-75. doi: 10.1097/NPT.0000000000000017.
7
Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. 使用 Xbox Kinect 进行额外的虚拟现实训练对偏瘫中风幸存者有益。
Am J Phys Med Rehabil. 2013 Oct;92(10):871-80. doi: 10.1097/PHM.0b013e3182a38e40.
8
A telerehabilitation program by virtual reality-video games improves balance and postural control in multiple sclerosis patients.虚拟现实视频游戏的远程康复计划可改善多发性硬化症患者的平衡和姿势控制。
NeuroRehabilitation. 2013;33(4):545-54. doi: 10.3233/NRE-130995.
9
Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?在传统康复中加入虚拟现实游戏能否增强近期中风后的平衡再训练?
Rehabil Res Pract. 2013;2013:649561. doi: 10.1155/2013/649561. Epub 2013 Aug 18.
10
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.

与临床医生“联动”:一种知识转化资源,以支持关于康复中使用电子游戏的决策制定。

"Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

作者信息

Levac Danielle, Espy Deborah, Fox Emily, Pradhan Sujata, Deutsch Judith E

机构信息

D. Levac, PT, MSc, PhD, School of Rehabilitation Sciences, University of Ottawa, Ottawa, Canada.

D. Espy, PT, PhD, Health Sciences, Cleveland State University, Cleveland, Ohio.

出版信息

Phys Ther. 2015 Mar;95(3):426-40. doi: 10.2522/ptj.20130618. Epub 2014 Sep 25.

DOI:10.2522/ptj.20130618
PMID:25256741
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4348717/
Abstract

Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.

摘要

微软为Xbox 360开发的虚拟现实(VR)视频游戏有望成为康复治疗的选择,因为它们能激发全身运动练习。然而,这些游戏是为娱乐用途设计的,这给临床应用带来了挑战。忙碌的临床医生需要决策支持,以便在选择和实施游戏时考虑个体治疗目标。本文介绍了一种知识转化(KT)资源的开发和初步评估,该资源用于支持物理治疗中关于选择和使用Kinect游戏的临床决策。知识到行动框架指导了“与临床医生一起使用Kinect”(KWiC)资源的开发。五位具有VR和视频游戏专业知识的物理治疗师分析了Kinect冒险游戏。采用共识建立方法得出分类,以组织指导游戏选择和游戏玩法的临床相关属性。描述了临床医生通过在4个临床地点进行的访谈和焦点小组对KWiC资源进行探索性可用性评估的过程和结果。提出了评估和KT过程的后续步骤,包括将KWiC资源网络化,并评估在线资源在临床实践中的效用。