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中风后使用虚拟现实技术进行上肢训练的患者和健康专业人员的体验:一项定性子研究

Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

作者信息

Pallesen Hanne, Andersen Mette Brændstrup, Hansen Gunhild Mo, Lundquist Camilla Biering, Brunner Iris

机构信息

Hammel Neurorehabilitation Centre and University Research Clinic, RM, University of Aarhus, Aarhus, Denmark.

Department of Global Public Health and Primary Care, University of Bergen, Bergen, Norway.

出版信息

Rehabil Res Pract. 2018 Feb 8;2018:4318678. doi: 10.1155/2018/4318678. eCollection 2018.

Abstract

BACKGROUND

In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients' motivation by adding a playful element to therapy. However, reports on user experiences are still scarce.

METHODS

A qualitative investigation of patients' and therapists' perspectives on VR upper limb training. Semistructured face-to-face interviews were conducted with six patients in the final week of the VR intervention. Therapists participated in two focus group interviews after the completion of the intervention. The interviews were analyzed from a phenomenological perspective emphasizing the participants' perceptions and interpretations.

RESULTS

Five key themes were identified from the patients' perspectives: (i) motivational factors, (ii) engagement, (iii) perceived improvements, (iv) individualization, and (v) device malfunction. The health professionals described the same themes as the patients but less positively, emphasizing negative technical challenges.

CONCLUSION

Patients and therapists mainly valued the intensive and motivational character of VR training. The playful nature of the training appeared to have a significant influence on the patients' moods and engagement and seemed to promote a "gung-ho" spirit, so they felt that they could perform more repetitions.

摘要

背景

近年来,用于中风后上肢训练的虚拟现实(VR)治疗系统在临床实践中的应用越来越广泛。采用VR技术的治疗系统可以提高训练强度,还能通过在治疗中加入趣味性元素来增强患者的积极性。然而,关于用户体验的报告仍然很少。

方法

对患者和治疗师对VR上肢训练的看法进行定性调查。在VR干预的最后一周,对6名患者进行了半结构化面对面访谈。干预结束后,治疗师参加了两次焦点小组访谈。从强调参与者感知和解释的现象学角度对访谈进行了分析。

结果

从患者的角度确定了五个关键主题:(i)动机因素,(ii)参与度,(iii)感知到的改善,(iv)个性化,以及(v)设备故障。卫生专业人员描述的主题与患者相同,但积极性较低,强调负面的技术挑战。

结论

患者和治疗师主要重视VR训练的高强度和激励性。训练的趣味性似乎对患者的情绪和参与度有显著影响,似乎还能激发“干劲十足”的精神,因此他们觉得自己可以进行更多的重复训练。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/60ce/5822914/7ffd3949e570/RERP2018-4318678.001.jpg

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