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一种基于低成本虚拟现实技术的上肢脑卒中康复设备的可行性、可接受性和初步疗效:混合方法研究。

The feasibility, acceptability and preliminary efficacy of a low-cost, virtual-reality based, upper-limb stroke rehabilitation device: a mixed methods study.

机构信息

a Department of Health Sciences and Social Care , Brunel University London , Uxbridge , UK.

b Department of Computing and Information Systems , University of Greenwich , London , UK.

出版信息

Disabil Rehabil. 2019 Sep;41(18):2119-2134. doi: 10.1080/09638288.2018.1459881. Epub 2018 Apr 12.

Abstract

To establish feasibility, acceptability, and preliminary efficacy of an adapted version of a commercially available, virtual-reality gaming system (the Personalised Stroke Therapy system) for upper-limb rehabilitation with community dwelling stroke-survivors. Twelve stroke-survivors (nine females, mean age 58 years, [standard deviation 7.1], median stroke chronicity 42 months [interquartile range 34.7], Motricity index 14-25 for shoulder and elbow) were asked to complete nine, 40-min intervention sessions using two activities on the system over 3 weeks. Feasibility and acceptability were assessed through a semi-structured interview, recording of adverse effects, adherence, enjoyment (using an 11-point Likert scale), and perceived exertion (using the BORG scale). Assessments of impairment (Fugl-Meyer Assessment Upper extremity), activity (ABILHAND, Action Research Arm Test, Motor Activity Log-28), and participation (Subjective Index of Physical and Social Outcome) were completed at baseline, following intervention, and at 4-week follow-up. Data were analysed using Thematic Analysis of interview and intervention field-notes and Wilcoxon Signed Ranks. Side-by-side displays were used to integrate findings. Participants received between 175 and 336 min of intervention. Thirteen non-serious adverse effects were reported by five participants. Participants reported a high level of enjoyment (8.1 and 6.8 out of 10) and rated exertion between 11.6 and 12.9 out of 20. Themes of improvements in impairments and increased spontaneous use in functional activities were identified and supported by improvements in all outcome measures between baseline and post-intervention ( < 0.05 for all measures). Integrated findings suggested that the system is feasible and acceptable for use with a group of community-dwelling stroke-survivors including those with moderately-severe disability. Implications for rehabilitation To ensure feasibility of use and maintenance of an appropriate level of challenge, gaming technologies for use in upper-limb stroke rehabilitation should be personalised, dependent on individual need. Through the use of hands-free systems and personalisation, stroke survivors with moderate and moderately-severe levels of upper-limb impairment following stroke are able to use gaming technologies as a means of delivering upper-limb rehabilitation. Future studies should address issues of acceptability, feasibility, and efficacy of personalised gaming technologies for delivery of upper-limb stroke rehabilitation in the home environment. Findings from this study can be used to develop future games and activities suitable for use in stroke rehabilitation.

摘要

为了确定一种经过改编的商业化虚拟现实游戏系统(个人化中风治疗系统)用于社区居住的中风幸存者上肢康复的可行性、可接受性和初步疗效。12 名中风幸存者(9 名女性,平均年龄 58 岁[标准差 7.1],中位中风慢性期 42 个月[四分位距 34.7],肩和肘的运动指数为 14-25)被要求在 3 周内使用系统上的两个活动完成 9 次 40 分钟的干预。通过半结构化访谈、不良事件记录、依从性、享受度(使用 11 分制的 Likert 量表)和感知用力程度(使用 Borg 量表)评估可行性和可接受性。在基线、干预后和 4 周随访时,使用 Fugl-Meyer 上肢评估、ABILHAND(活动能力HAND 评估)、Action Research Arm Test(动作研究上肢测试)、Motor Activity Log-28(运动活动日志-28)进行损伤评估、活动能力评估(主观身体和社会结果指数)。采用主题分析访谈和干预现场笔记和 Wilcoxon 符号秩检验进行数据分析。并排显示用于整合发现。参与者接受了 175 至 336 分钟的干预。5 名参与者报告了 13 起非严重不良事件。参与者报告的享受程度为 8.1 至 10 分中的 6.8 分,用力程度为 20 分中的 11.6 至 12.9 分。确定了损伤改善和功能活动中自发性使用增加的主题,并通过所有结局指标在基线和干预后之间的改善得到支持(所有措施均<0.05)。综合发现表明,该系统对于包括中重度残疾在内的一组社区居住的中风幸存者来说是可行和可接受的。对康复的启示为确保使用的可行性和适当挑战性的维持,用于上肢中风康复的游戏技术应该个性化,根据个人需求而定。通过使用免提系统和个性化,中风后上肢中度和中度严重损伤的中风幸存者能够将游戏技术作为上肢康复的一种手段。未来的研究应解决个性化游戏技术在家庭环境中提供上肢中风康复的可接受性、可行性和疗效问题。本研究的结果可用于开发适合中风康复使用的未来游戏和活动。

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