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一种用于测量和塑造中风患者躯干代偿的虚拟现实工具:设计与初步可行性测试。

A virtual reality tool for measuring and shaping trunk compensation for persons with stroke: Design and initial feasibility testing.

作者信息

Foreman Matthew H, Engsberg Jack R

机构信息

Program in Occupational Therapy, Washington University in St. Louis, St. Louis, MO, USA.

Department of Occupational Therapy, Methodist University, Fayetteville, NC, USA.

出版信息

J Rehabil Assist Technol Eng. 2019 Feb 7;6:2055668318823673. doi: 10.1177/2055668318823673. eCollection 2019 Jan-Dec.

Abstract

Compensatory movement, such as flexing the trunk during reaching, may negatively affect motor improvement during task-based practice for persons with stroke. Shaping, or incrementally decreasing, the amount of compensation used during rehabilitation may be a viable strategy with methods using virtual reality. A virtual reality tool was designed to (1) monitor upper extremity movement kinematics with an off-the-shelf motion sensor (Microsoft Kinect V2), (2) convert movements into control of widely available computer games, and (3) provide real-time feedback to shape trunk compensation. This system was tested for feasibility by a small cohort of participants with chronic stroke ( = 5) during a 1-h session involving 40 min of virtual reality interaction. Outcomes related to repetitions, compensation, movement kinematics, usability, motivation, and sense of presence were collected. Participants achieved a very high dose of reaching repetitions (461 ± 184), with an average of 81% being successful and 19% involving compensatory trunk flexion. Participants rated the system as highly usable, motivating, engaging, and safe. VRShape is feasible to use as a tool for increasing repetition rates, measuring and shaping compensation, and enhancing motivation for upper extremity therapy. Future research should focus on software improvements and investigation of efficacy during a virtual reality-based motor intervention.

摘要

代偿性运动,如在伸手够物时屈曲躯干,可能会对中风患者基于任务的练习期间的运动改善产生负面影响。在康复过程中调整或逐步减少所使用的代偿量,可能是一种使用虚拟现实方法的可行策略。设计了一种虚拟现实工具,用于(1)使用现成的运动传感器(微软Kinect V2)监测上肢运动学,(2)将运动转换为对广泛可用的电脑游戏的控制,以及(3)提供实时反馈以调整躯干代偿。在一次为期1小时、包含40分钟虚拟现实交互的实验中,一小群慢性中风患者(n = 5)对该系统的可行性进行了测试。收集了与重复次数、代偿、运动学、可用性、动机和临场感相关的结果。参与者实现了非常高的伸手够物重复次数(461 ± 184),平均成功率为81%,19%涉及代偿性躯干屈曲。参与者对该系统的评价是高度可用、有激励性、引人入胜且安全。VRShape作为一种用于提高重复率、测量和调整代偿以及增强上肢治疗动机的工具是可行的。未来的研究应集中在软件改进以及基于虚拟现实的运动干预期间的疗效研究上。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/12ce/6582305/cc3ed11a7f29/10.1177_2055668318823673-fig1.jpg

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