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用于中风康复的Xbox-Kinect游戏分析及临床应用

Game analysis and clinical use of the Xbox-Kinect for stroke rehabilitation.

作者信息

Givon Schaham Noa, Zeilig Gabi, Weingarden Harold, Rand Debbie

机构信息

Department of Occupational Therapy, School of Health Professions, Sackler Faculty of Medicine.

Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv.

出版信息

Int J Rehabil Res. 2018 Dec;41(4):323-330. doi: 10.1097/MRR.0000000000000302.

Abstract

Whole-body movement is required to interact (play) with Microsoft Xbox with the 3D Kinect sensor (Xbox-Kinect) and, therefore, may be suitable for encouraging and practicing movements as part of stroke rehabilitation. We aimed to describe (i) game analysis, (ii) clinical use, and (iii) to characterize the Xbox-Kinect game experience with individuals with chronic stroke. Four therapists played the Xbox-Kinect games and then carried out a games analysis on the basis of the categories suggested by Deutsch. Eleven participants (age 29-69 years) with chronic stroke and varying motor deficits played Xbox-Kinect games for 4-22 sessions as part of a video-game group intervention and the clinical use was documented. The game experience of 'Bowling' (Kinect-Sport) and '20 000 leaks' (Kinect Adventures) was characterized by self-report questionnaires. Detailed tables of game analysis are provided. The clinical use of the console with the participants is presented. Participants reported high enjoyment and 'somewhat-high' perceived exertion after playing the two games and stated that overall the console suited their therapeutic goals. This information can assist clinicians with their clinical reasoning and decision-making for incorporating the Xbox-Kinect into stroke rehabilitation. Potentially, the Xbox-Kinect could be used as an on-going tool to facilitate whole-body movement and physical activity of individuals with chronic stroke.

摘要

使用3D体感摄像头(Xbox - Kinect)与微软Xbox进行交互(游戏)需要全身运动,因此,它可能适合作为鼓励和训练运动的一种方式,用于中风康复治疗。我们旨在描述:(i)游戏分析;(ii)临床应用;(iii)刻画慢性中风患者使用Xbox - Kinect的游戏体验。四名治疗师玩了Xbox - Kinect游戏,然后根据多伊奇提出的类别进行了游戏分析。11名患有慢性中风且存在不同程度运动功能障碍的参与者(年龄在29 - 69岁之间)作为视频游戏组干预的一部分,玩了4 - 22节Xbox - Kinect游戏,并记录了其临床应用情况。通过自我报告问卷刻画了“保龄球”(《体感运动》)和“两万次泄漏”(《体感大冒险》)的游戏体验。提供了详细的游戏分析表。展示了该游戏机在参与者中的临床应用情况。参与者表示在玩这两款游戏后有很高的愉悦感和“稍高”的自感运动强度,并表示总体而言该游戏机符合他们的治疗目标。这些信息可以帮助临床医生在将Xbox - Kinect纳入中风康复治疗时进行临床推理和决策。潜在地,Xbox - Kinect可以用作一种持续的工具,以促进慢性中风患者的全身运动和身体活动。

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