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使用虚拟现实技术进行上肢康复干预治疗多发性硬化症:系统评价。

Upper limb rehabilitation interventions using virtual reality for people with multiple sclerosis: A systematic review.

机构信息

School of Health and Life Sciences, Glasgow Caledonian University, Cowcaddens Road, Glasgow, G4 0BA, UK.

School of Simulation and Visualisation, Glasgow School of Art, UK.

出版信息

Mult Scler Relat Disord. 2021 Jan;47:102610. doi: 10.1016/j.msard.2020.102610. Epub 2020 Oct 31.

Abstract

BACKGROUND

Research on Virtual Reality (VR) based motor rehabilitation for people with multiple sclerosis (MS) is rapidly growing in popularity, although few studies have focused on the upper limb (UL). The aims of this review were to investigate the effect of VR interventions on UL function in people with MS and determine if the type of VR intervention influences intervention effect.

METHOD

Five databases (IEEE Xplore, MEDLINE, ProQuest Central (Health & Medical Collection), Science Direct and Web of Science Core Collection) were searched using keywords that relating to MS, VR and UL.

RESULTS

Ten articles were included, six randomised controlled trials, three cohort studies and one pilot observational study. Both commercial and custom VR technologies were used in interventions, along with combination approaches using robotics, electrical stimulation and occupational therapy. Using the Nine Hole Peg Test, two studies found significant improvements within groups, one found that VR was more effective than another gaming approach. Significant improvements in other UL measures were in the Fugl-Meyer Assessment for the proximal arm; handgrip; perceived strength; Jebsen-Taylor Hand Function Test; Wolf Motor Function Test; active range of motion and trajectory measures after VR intervention. There were conflicting results regarding if VR was more effective than conventional approaches.

CONCLUSION

There is therefore some evidence that VR is effective in improving motor function in the UL, however, there is no clear consensus on which VR based approaches are the most effective, or the optimum intervention duration and intensity. Moreover, as many of the studies had non-immersive approaches it is hard to determine how effective immersion based approaches maybe in such specific context.

摘要

背景

基于虚拟现实 (VR) 的多发性硬化症 (MS) 患者运动康复研究越来越受欢迎,尽管很少有研究关注上肢 (UL)。本综述的目的是调查 VR 干预对 MS 患者 UL 功能的影响,并确定 VR 干预类型是否会影响干预效果。

方法

使用与 MS、VR 和 UL 相关的关键字在五个数据库(IEEE Xplore、MEDLINE、ProQuest Central(健康与医学收藏)、Science Direct 和 Web of Science 核心收藏)中进行搜索。

结果

共纳入 10 篇文章,其中 6 篇为随机对照试验,3 篇为队列研究,1 篇为初步观察性研究。干预措施中使用了商业和定制 VR 技术,以及结合机器人、电刺激和职业治疗的组合方法。使用九孔钉测试,两项研究发现组内有显著改善,一项研究发现 VR 比另一种游戏方法更有效。Fugl-Meyer 上肢评估、手握力、感知力量、Jebsen-Taylor 手功能测试、Wolf 运动功能测试、主动运动范围和轨迹测量在 VR 干预后也有显著改善。关于 VR 是否比传统方法更有效,结果存在争议。

结论

因此,有一些证据表明 VR 可有效改善 UL 的运动功能,但是,对于哪种基于 VR 的方法最有效,或者最佳的干预持续时间和强度,尚无明确共识。此外,由于许多研究采用的是非沉浸式方法,因此很难确定在这种特定情况下,沉浸式方法的有效性如何。

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