文献检索文档翻译深度研究
Suppr Zotero 插件Zotero 插件
邀请有礼套餐&价格历史记录

新学期,新优惠

限时优惠:9月1日-9月22日

30天高级会员仅需29元

1天体验卡首发特惠仅需5.99元

了解详情
不再提醒
插件&应用
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
高级版
套餐订阅购买积分包
AI 工具
文献检索文档翻译深度研究
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2025

一种商用虚拟现实系统在患有脊柱裂的青少年中实现运动指南的可行性:混合方法案例研究。

Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

作者信息

Lai Byron, Davis Drew, Narasaki-Jara Mai, Hopson Betsy, Powell Danielle, Gowey Marissa, Rocque Brandon G, Rimmer James H

机构信息

Division of Pediatric Rehabilitation Medicine, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States.

Department of Kinesiology, California Polytechnic State University Pomona, Pomona, CA, United States.

出版信息

JMIR Serious Games. 2020 Sep 3;8(3):e20667. doi: 10.2196/20667.


DOI:10.2196/20667
PMID:32880577
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7499165/
Abstract

BACKGROUND: Access to physical activity among youth with spina bifida (SB) is much lower than it is for children without disability. Enjoyable home-based exercise programs are greatly needed. OBJECTIVE: Our objective is to examine the feasibility of a virtual reality (VR) active video gaming system (ie, bundle of consumer-available equipment) to meet US physical activity guidelines in two youth with SB. METHODS: Two youth with SB-a 12-year-old female and a 13-year-old male; both full-time wheelchair users-participated in a brief, 4-week exercise program using a popular VR head-mounted display: Oculus Quest (Facebook Technologies). The system included a Polar H10 (Polar Canada) Bluetooth heart rate monitor, a no-cost mobile phone app (VR Health Exercise Tracker [Virtual Reality Institute of Health and Exercise]), and 13 games. The intervention protocol was conducted entirely in the homes of the participants due to the coronavirus disease 2019 (COVID-19) pandemic. The VR system was shipped to participants and they were instructed to do their best to complete 60 minutes of moderate-intensity VR exercise per day. Exercise duration, intensity, and calories expended were objectively monitored and recorded during exercise using the heart rate monitor and a mobile app. Fatigue and depression were measured via self-report questionnaires at pre- and postintervention. Participants underwent a semistructured interview with research staff at postintervention. RESULTS: Across the intervention period, the total average minutes of all exercise performed each week for participants 1 and 2 were 281 (SD 93) and 262 (SD 55) minutes, respectively. The total average minutes of moderate-intensity exercise performed per week for participants 1 and 2 were 184 (SD 103) (184/281, 65.4%) and 215 (SD 90) (215/262, 82.1%) minutes, respectively. One participant had a reduction in their depression score, using the Quality of Life in Neurological Disorders (Neuro-QoL) test, from baseline to postintervention, but no other changes were observed for fatigue and depression scores. Participants reported that the amount of exercise they completed was far higher than what was objectively recorded, due to usability issues with the chest-worn heart rate monitor. Participants noted that they were motivated to exercise due to the enjoyment of the games and VR headset as well as support from a caregiver. CONCLUSIONS: This study demonstrated that two youth with SB who used wheelchairs could use a VR system to independently and safely achieve exercise guidelines at home. Study findings identified a promising protocol for promoting exercise in this population and this warrants further examination in future studies with larger samples.

摘要

背景:脊柱裂(SB)青少年参与体育活动的机会远低于无残疾儿童。非常需要有趣的家庭锻炼计划。 目的:我们的目的是研究虚拟现实(VR)主动视频游戏系统(即一套消费者可用设备)能否使两名患有SB的青少年达到美国体育活动指南的要求。 方法:两名患有SB的青少年——一名12岁女性和一名13岁男性,均为全职轮椅使用者——参与了一项为期4周的简短锻炼计划,使用的是一款流行的VR头戴式显示器:Oculus Quest(脸书科技公司)。该系统包括一个博能H10(博能加拿大公司)蓝牙心率监测器、一款免费手机应用程序(VR健康锻炼追踪器[健康与运动虚拟现实研究所])以及13款游戏。由于2019年冠状病毒病(COVID - 19)大流行,干预方案完全在参与者家中进行。VR系统被运送给参与者,并指导他们尽力每天完成60分钟的中等强度VR锻炼。锻炼期间,使用心率监测器和手机应用程序客观监测并记录锻炼时长、强度和消耗的卡路里。在干预前后通过自我报告问卷测量疲劳和抑郁情况。干预后,参与者接受了研究人员的半结构化访谈。 结果:在整个干预期内,参与者1和参与者2每周进行的所有锻炼的总平均分钟数分别为281(标准差93)和262(标准差55)分钟。参与者1和参与者2每周进行的中等强度锻炼的总平均分钟数分别为184(标准差103)(184/281,65.4%)和215(标准差90)(215/262,82.1%)分钟。一名参与者使用神经疾病生活质量(Neuro - QoL)测试,从基线到干预后抑郁得分有所降低,但在疲劳和抑郁得分方面未观察到其他变化。参与者报告称,由于佩戴在胸部的心率监测器存在可用性问题,他们完成的锻炼量远高于客观记录的量。参与者指出,由于游戏和VR头戴式设备带来的乐趣以及护理人员的支持,他们有动力进行锻炼。 结论:本研究表明,两名使用轮椅的患有SB的青少年可以使用VR系统在家中独立且安全地达到锻炼指南要求。研究结果确定了一个在该人群中促进锻炼的有前景的方案,这值得在未来更大样本的研究中进一步检验。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/7499165/7976596e96d2/games_v8i3e20667_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/7499165/6ddb1eb96185/games_v8i3e20667_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/7499165/7976596e96d2/games_v8i3e20667_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/7499165/6ddb1eb96185/games_v8i3e20667_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/7499165/7976596e96d2/games_v8i3e20667_fig2.jpg

相似文献

[1]
Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

JMIR Serious Games. 2020-9-3

[2]
Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study.

JMIR Form Res. 2023-12-6

[3]
Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.

JMIR Rehabil Assist Technol. 2021-5-27

[4]
Immersive Virtual Reality Exergames to Promote the Well-being of Community-Dwelling Older Adults: Protocol for a Mixed Methods Pilot Study.

JMIR Res Protoc. 2022-6-13

[5]
Electromyography-Driven Exergaming in Wheelchairs on a Mobile Platform: Bench and Pilot Testing of the WOW-Mobile Fitness System.

JMIR Rehabil Assist Technol. 2021-1-19

[6]
Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study.

JMIR Serious Games. 2024-7-16

[7]
Physical Activity Intensity, Perceived Exertion, and Enjoyment During Head-Mounted Display Virtual Reality Games.

Games Health J. 2021-10

[8]
Erratum.

Mult Scler. 2016-10

[9]
The Effects of Virtual Reality Tele-exergaming on Cardiometabolic Indicators of Health Among Youth With Cerebral Palsy: Protocol for a Pilot Randomized Controlled Trial.

JMIR Res Protoc. 2022-8-17

[10]
Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.

Games Health J. 2020-12

引用本文的文献

[1]
A systematic review of technology-infused physical activity interventions in K-12 school settings: effectiveness, roles, and implementation strategies.

Int J Behav Nutr Phys Act. 2025-8-23

[2]
School-Based Virtual Reality Programming for Obtaining Moderate-Intensity Exercise Among Children With Disabilities: Pre-Post Feasibility Study.

JMIR Form Res. 2025-4-25

[3]
Community-Dwelling Filipino Older Adults' Experiences with Virtual Coach for Health-Enhancing Physical Activity (HEPA): A Phenomenology.

Nurs Rep. 2025-1-31

[4]
Current Trends in Virtual Exercise Interventions Among People With Disabilities: A Scoping Review.

Arch Rehabil Res Clin Transl. 2024-9-27

[5]
Extended Reality Gaming for Exercise and Mindfulness Throughout Pediatric Cancer Rehabilitation: Protocol for a Randomized Controlled Trial.

JMIR Res Protoc. 2024-12-23

[6]
Children and young people's preferences and needs when using health technology to self-manage a long-term condition: a scoping review.

Arch Dis Child. 2024-9-25

[7]
Promoting child and adolescent health through wearable technology: A systematic review.

Digit Health. 2024-6-11

[8]
Safety of virtual reality use in children: a systematic review.

Eur J Pediatr. 2024-5

[9]
Improving Social Isolation and Loneliness Among Adolescents With Physical Disabilities Through Group-Based Virtual Reality Gaming: Feasibility Pre-Post Trial Study.

JMIR Form Res. 2023-12-6

[10]
Using a mobile health app in a weight management program for overweight and obese adolescents and young adults with spina bifida.

J Spinal Cord Med. 2024-11

本文引用的文献

[1]
Measuring Heart Rate Variability Using Commercially Available Devices in Healthy Children: A Validity and Reliability Study.

Eur J Investig Health Psychol Educ. 2020-1-10

[2]
The Effectiveness of Virtual Reality Exercise on Individual's Physiological, Psychological and Rehabilitative Outcomes: A Systematic Review.

Int J Environ Res Public Health. 2020-6-10

[3]
Research Trends and Recommendations for Physical Activity Interventions Among Children and Youth With Disabilities: A Review of Reviews.

Adapt Phys Activ Q. 2020-4-1

[4]
Age-Based Prediction of Maximal Heart Rate in Children and Adolescents: A Systematic Review and Meta-Analysis.

Res Q Exerc Sport. 2019-6-3

[5]
RR interval signal quality of a heart rate monitor and an ECG Holter at rest and during exercise.

Eur J Appl Physiol. 2019-4-19

[6]
Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology.

Games Health J. 2018-9-8

[7]
Variable Accuracy of Wearable Heart Rate Monitors during Aerobic Exercise.

Med Sci Sports Exerc. 2017-8

[8]
Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Pediatr Phys Ther. 2017-7

[9]
The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials.

Neurosci Biobehav Rev. 2017-7

[10]
Psychometric evaluation of the pediatric and parent-proxy Patient-Reported Outcomes Measurement Information System and the Neurology and Traumatic Brain Injury Quality of Life measurement item banks in pediatric traumatic brain injury.

Qual Life Res. 2017-7

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

推荐工具

医学文档翻译智能文献检索