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虚拟现实反馈在慢性颈痛和运动恐惧症患者中的应用。

Use of Virtual Reality Feedback for Patients with Chronic Neck Pain and Kinesiophobia.

作者信息

Chen Karen B, Sesto Mary E, Ponto Kevin, Leonard James, Mason Andrea, Vanderheiden Gregg, Williams Justin, Radwin Robert G

出版信息

IEEE Trans Neural Syst Rehabil Eng. 2017 Aug;25(8):1240-1248. doi: 10.1109/TNSRE.2016.2621886. Epub 2016 Oct 26.

Abstract

This study examined how individuals with and without neck pain performed exercises under the influence of altered visual feedback in virtual reality. Chronic neck pain (n=9) and asymptomatic (n=10) individuals were recruited for this cross-sectional study. Participants performed head rotations while receiving programmatically manipulated visual feedback from a head-mounted virtual reality display. The main outcome measure was the control-display gain (ratio between actual head rotation angle and visual rotation angle displayed) recorded at the just-noticeable difference. Actual head rotation angles were measured for different gains. Detection of the manipulated visual feedback was affected by gain. The just-noticeable gain for asymptomatic individuals, below and above unity gain, was 0.903 and 1.159, respectively. Head rotation angle decreased or increased 5.45° for every 0.1 increase or decrease in gain, respectively. The just-noticeable gain for chronic pain individuals, below unity gain, was 0.950. The head rotation angle increased 4.29° for every 0.1 decrease in gain. On average, chronic pain individuals reported that neck rotation was feasible for 84% of the unity gain trials, 66% of the individual just-noticeable difference trials, and 50% of the "nudged" just-noticeable difference trials. This research demonstrated that virtual reality may be useful for promoting the desired outcome of increased range of motion in neck rehabilitation exercises by altering visual feedback.

摘要

本研究考察了有和没有颈部疼痛的个体在虚拟现实中视觉反馈改变的影响下进行锻炼的情况。招募了慢性颈部疼痛患者(n = 9)和无症状个体(n = 10)参与这项横断面研究。参与者在接收来自头戴式虚拟现实显示器的程序控制视觉反馈的同时进行头部旋转。主要结局指标是在刚刚可察觉差异时记录的控制-显示增益(实际头部旋转角度与显示的视觉旋转角度之比)。测量了不同增益下的实际头部旋转角度。对视觉反馈操纵的检测受增益影响。无症状个体在增益低于和高于1时的刚刚可察觉增益分别为0.903和1.159。增益每增加或减少0.1,头部旋转角度分别减少或增加5.45°。慢性疼痛个体在增益低于1时的刚刚可察觉增益为0.950。增益每减少0.1,头部旋转角度增加4.29°。平均而言,慢性疼痛个体报告说,在1倍增益试验的84%、个体刚刚可察觉差异试验的66%以及“微调”的刚刚可察觉差异试验的50%中,颈部旋转是可行的。这项研究表明,虚拟现实可能有助于通过改变视觉反馈来促进颈部康复锻炼中增加运动范围这一预期结果。

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