Unitat de Gràfics i Visió per Computador i Inteligència Artificial, Departament de Ciències Matemàtiques i Informàtica, Universitat de les Illes Balears, Spain; GresCom Lab, Ecole Supérieure des Communications de Tunis, Université de Carthage, Tunis.
GresCom Lab, Ecole Supérieure des Communications de Tunis, Université de Carthage, Tunis.
Int J Med Inform. 2019 Nov;131:103909. doi: 10.1016/j.ijmedinf.2019.06.016. Epub 2019 Jul 10.
Nowadays, information technologies are being widely adopted to promote healthcare and rehabilitation. Owing to their affordability and use of hand-free controllers, vision-based systems have gradually been integrated into motor rehabilitation programs and have greatly drawn the interest of healthcare practitioners and the research community. Many studies have illustrated the effectiveness of these systems in rehabilitation. However, the report and design aspects of the reported clinical trials were disregarded.
In this paper, we present a systematic literature review of the use of vision-based serious games and virtual reality systems in motor rehabilitation programs. We aim to propose a research methodology that engineers can use to improve the designing and reporting processes of their clinical trials.
We conducted a review of published studies that entail clinical experiments. Searches were performed using Web of Science and Medline (PubMed) electronic databases, and selected studies were assessed using the Downs and Black Checklist and then analyzed according to specific research questions.
We identified 86 studies and our findings indicate that the number of studies in this field is increasing, with Korea and USA in the lead. We found that Kinect, EyeToy system, and GestureTek IREX are the most commonly used technologies in studying the effects of vision-based serious games and virtual reality systems on rehabilitation. Findings also suggest that cerebral palsy and stroke patients are the main target groups, with a particular interest on the elderly patients in this target population. The findings indicate that most of the studies focused on postural control and upper extremity exercises and used different measurements during assessment.
Although the research community's interest in this area is growing, many clinical trials lack sufficient clarity in many aspects and are not standardized. Some recommendations have been made throughout the article.
如今,信息技术被广泛应用于促进医疗保健和康复。由于价格实惠且使用免提控制器,基于视觉的系统逐渐被整合到运动康复计划中,并引起了医疗保健从业者和研究界的极大兴趣。许多研究表明了这些系统在康复中的有效性。然而,报告和设计方面的临床试验却被忽视了。
本文对基于视觉的严肃游戏和虚拟现实系统在运动康复计划中的应用进行了系统的文献回顾。我们旨在提出一种研究方法,工程师可以使用该方法改进临床试验的设计和报告过程。
我们对包含临床实验的已发表研究进行了综述。使用 Web of Science 和 Medline(PubMed)电子数据库进行了搜索,并使用 Downs 和 Black 清单对选定的研究进行了评估,然后根据具体的研究问题进行了分析。
我们确定了 86 项研究,研究结果表明,该领域的研究数量正在增加,韩国和美国处于领先地位。我们发现,Kinect、EyeToy 系统和 GestureTek IREX 是研究基于视觉的严肃游戏和虚拟现实系统对康复影响最常用的技术。研究结果还表明,脑瘫和中风患者是主要的目标群体,特别是该目标人群中的老年患者。研究结果表明,大多数研究集中在姿势控制和上肢运动上,并且在评估过程中使用了不同的测量方法。
尽管研究界对这一领域的兴趣日益浓厚,但许多临床试验在许多方面缺乏足够的清晰度,并且没有标准化。本文提出了一些建议。