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脑卒中后虚拟环境中用户情感对运动学习的影响是什么? 范围综述。

What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

机构信息

Chair of Human Movement Science, Department of Sport and Health Sciences, Technical University of Munich, Munich, Germany.

Department of Physical Therapy, Movement & Rehabilitation Science, Northeastern University, Boston, MA, USA.

出版信息

J Neuroeng Rehabil. 2019 Jun 27;16(1):79. doi: 10.1186/s12984-019-0546-4.

Abstract

PURPOSE

The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes.

METHODS

A literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an iterative charting framework to extract data about construct measurement and description. A numerical and thematic analytical approach adhered to established scoping review guidelines.

RESULTS

One hundred fifty-five studies were included in the review. Although the majority (89%; N = 138) of studies described at least one of the five constructs within their text, construct measurement took place in only 32% (N = 50) of studies. The most frequently described construct was motivation (79%, N = 123) while the most frequently measured construct was enjoyment (27%, N = 42). A summative content analysis of the 50 studies in which a construct was measured revealed that constructs were described either as a rationale for the use of VR/AVGs in rehabilitation (76%, N = 38) or as an explanation for intervention results (56%, N = 29). 38 (76%) of the studies proposed relational links between two or more constructs and/or between any construct and motor learning. No study used statistical analyses to examine these links.

CONCLUSIONS

Results indicate a clear discrepancy between the theoretical importance of affective constructs within VR/AVG interventions and actual construct measurement. Standardized terminology and outcome measures are required to better understand how enjoyment, engagement, motivation, immersion and presence contribute individually or in interaction to VR/AVG intervention effectiveness.

摘要

目的

虚拟现实(VR)和主动视频游戏(AVG)系统的所谓情感影响是其在中风康复中应用的关键营销策略,但对于如何衡量情感结构以及将其与干预结果联系起来知之甚少。本研究旨在:1)探索在针对中风患者的 VR/AVG 干预中,动机、享受、参与、沉浸和存在是如何测量或描述的;2)确定这些结构之间的方向关系;3)评估它们对运动学习结果的影响。

方法

对 2007 年至 2017 年期间在 Medline、PEDro 和 CINAHL 数据库中发表的针对成人中风患者的 VR/AVG 干预研究进行了文献检索。筛选后,评审员使用迭代图表框架提取有关结构测量和描述的数据。采用一种数字和主题分析方法,遵循既定的范围综述指南。

结果

共纳入 155 项研究。尽管大多数(89%;N=138)研究在其文本中描述了五个结构中的至少一个,但只有 32%(N=50)的研究进行了结构测量。描述最多的结构是动机(79%,N=123),而测量最多的结构是享受(27%,N=42)。对 50 项进行了结构测量的研究进行的综合内容分析表明,这些结构要么被描述为 VR/AVG 在康复中的使用的基本原理(76%,N=38),要么被描述为干预结果的解释(56%,N=29)。38(76%)项研究提出了两个或更多结构之间以及任何结构与运动学习之间的关系性联系。没有研究使用统计分析来检验这些联系。

结论

结果表明,VR/AVG 干预中情感结构的理论重要性与实际结构测量之间存在明显差异。需要使用标准化术语和结果测量来更好地理解享受、参与、动机、沉浸和存在各自或相互作用对 VR/AVG 干预效果的贡献。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e5f5/6598261/143926ed223a/12984_2019_546_Fig1_HTML.jpg

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