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改变游戏规则的因素:“数字技术在上肢康复管理中的应用”。

A Game Changer: 'The Use of Digital Technologies in the Management of Upper Limb Rehabilitation'.

机构信息

Anatomy Facility, Thomson Building, School of Life Sciences, College of Medical, Veterinary and Life Sciences, University of Glasgow, Glasgow, G12 8QQ, UK.

出版信息

Adv Exp Med Biol. 2019;1205:117-147. doi: 10.1007/978-3-030-31904-5_9.

DOI:10.1007/978-3-030-31904-5_9
PMID:31894574
Abstract

Hemiparesis is a symptom of residual weakness in half of the body, including the upper extremity, which affects the majority of post stroke survivors. Upper limb function is essential for daily life and reduction in movements can lead to tremendous decline in quality of life and independence. Current treatments, such as physiotherapy, aim to improve motor functions, however due to increasing NHS pressure, growing recognition on mental health, and close scrutiny on disease spending there is an urgent need for new approaches to be developed rapidly and sufficient resources devoted to stroke disease. Fortunately, a range of digital technologies has led to revived rehabilitation techniques in captivating and stimulating environments. To gain further insight, a meta-analysis literature search was carried out using the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) method. Articles were categorized and pooled into the following groups; pro/anti/neutral for the use of digital technology. Additionally, most literature is rationalised by quantitative and qualitative findings. Findings displayed, the majority of the inclusive literature is supportive of the use of digital technologies in the rehabilitation of upper extremity following stroke. Overall, the review highlights a wide understanding and promise directed into introducing devices into a clinical setting. Analysis of all four categories; (1) Digital Technology, (2) Virtual Reality, (3) Robotics and (4) Leap Motion displayed varying qualities both-pro and negative across each device. Prevailing developments on use of these technologies highlights an evolutionary and revolutionary step into utilizing digital technologies for rehabilitation purposes due to the vast functional gains and engagement levels experienced by patients. The influx of more commercialised and accessible devices could alter stroke recovery further with initial recommendations for combination therapy utilizing conventional and digital resources.

摘要

偏瘫是身体半边无力的症状,包括上肢,这影响了大多数中风后的幸存者。上肢功能对于日常生活至关重要,运动能力的下降会导致生活质量和独立性的巨大下降。目前的治疗方法,如物理疗法,旨在改善运动功能,然而,由于国民保健制度压力的增加、对心理健康的认识的提高,以及对疾病支出的密切关注,迫切需要迅速开发新的方法,并为中风疾病投入足够的资源。幸运的是,一系列数字技术为引人入胜和刺激的环境中的康复技术带来了复兴。为了进一步深入了解,我们使用系统评价和荟萃分析的首选报告项目(PRISMA)方法进行了文献检索。文章被归类并汇集到以下组中:支持/反对/中立使用数字技术。此外,大多数文献都是基于定量和定性的发现进行合理化的。研究结果显示,大多数纳入的文献都支持在中风后上肢康复中使用数字技术。总的来说,该综述广泛了解并承诺将设备引入临床环境。对所有四个类别(1)数字技术、(2)虚拟现实、(3)机器人和(4)Leap Motion 的分析显示,每个设备都有不同的优缺点。这些技术的使用的发展突显了利用数字技术进行康复目的的进化和革命性步骤,因为患者经历了广泛的功能增益和参与水平。更多商业化和可访问的设备的涌入可能会进一步改变中风的恢复,最初的建议是利用传统和数字资源进行联合治疗。

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JMIR Rehabil Assist Technol. 2023 Aug 21;10:e45993. doi: 10.2196/45993.
2
Requirements for home-based upper extremity rehabilitation using wearable motion sensors for stroke patients: a user-centred approach.基于可穿戴运动传感器的脑卒中患者居家上肢康复需求:以用户为中心的方法。
Disabil Rehabil Assist Technol. 2024 May;19(4):1392-1404. doi: 10.1080/17483107.2023.2183993. Epub 2023 Mar 11.
3

本文引用的文献

1
Assessment of the Efficacy of ReoGo-J Robotic Training Against Other Rehabilitation Therapies for Upper-Limb Hemiplegia After Stroke: Protocol for a Randomized Controlled Trial.评估瑞戈-J机器人训练与其他中风后上肢偏瘫康复治疗方法的疗效对比:一项随机对照试验方案
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2
Physiotherapy based on problem-solving in upper limb function and neuroplasticity in chronic stroke patients: A case series.基于解决慢性中风患者上肢功能和神经可塑性问题的物理治疗:病例系列
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Leap Motion Controller Video Game-Based Therapy for Upper Extremity Motor Recovery in Patients with Central Nervous System Diseases. A Systematic Review with Meta-Analysis.
基于 Leap Motion 控制器的视频游戏疗法治疗中枢神经系统疾病患者上肢运动功能恢复:系统评价与荟萃分析。
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在机器人辅助治疗中进行日常生活活动训练。
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Health behavior models for informing digital technology interventions for individuals with mental illness.用于为精神疾病患者提供数字技术干预措施提供信息的健康行为模型。
Psychiatr Rehabil J. 2017 Sep;40(3):325-335. doi: 10.1037/prj0000246. Epub 2017 Feb 9.
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Population health-based approaches to utilizing digital technology: a strategy for equity.基于人群健康的数字技术应用方法:一种公平策略。
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Canoe game-based virtual reality training to improve trunk postural stability, balance, and upper limb motor function in subacute stroke patients: a randomized controlled pilot study.基于独木舟游戏的虚拟现实训练对改善亚急性中风患者的躯干姿势稳定性、平衡能力和上肢运动功能的影响:一项随机对照试验性研究
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Survivors of chronic stroke - participant evaluations of commercial gaming for rehabilitation.慢性中风幸存者——对用于康复的商业游戏的参与者评估
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Tablet Apps and Dexterity: Comparison Between 3 Age Groups and Proof of Concept for Stroke Rehabilitation.平板电脑应用程序与灵活性:三个年龄组之间的比较及中风康复概念验证
J Neurol Phys Ther. 2016 Jan;40(1):31-9. doi: 10.1097/NPT.0000000000000110.
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Effect of virtual reality games on stroke patients' balance, gait, depression, and interpersonal relationships.虚拟现实游戏对中风患者平衡、步态、抑郁及人际关系的影响。
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