Chau Pui Hing, Kwok Yan Yan Jojo, Chan Mee Kie Maggie, Kwan Ka Yu Daniel, Wong Kam Lun, Tang Ying Ho, Chau Kan Lung Peter, Lau Sheung Wa Matthew, Yiu Yan Yan Yannex, Kwong Mei Yan Fanny, Lai Wai Ting Thomas, Leung Mun Kit
School of Nursing, The University of Hong Kong, Hong Kong, China.
Tung Wah Group of Hospitals, Hong Kong, China.
J Med Internet Res. 2021 May 4;23(5):e27640. doi: 10.2196/27640.
Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design.
This study aimed to evaluate the feasibility, acceptance, and efficacy of VR training among users with varying abilities.
A single-arm pretest-posttest evaluation study was conducted. The participants of the evaluation study were encouraged to undergo 30-minute VR training three times a week for 6 weeks. The 30-minute session consisted of 10 minutes of upper-limb motion games, 10 minutes of lower-limb motion games, and 10 minutes of cognitive games/community-living skills training/relaxing scenery experiences, as appropriate. On completion of each session, usage statistics were documented via the built-in VR software, whereas feedback on the experience of the VR games and adverse events was collected via self-reports and staff observations. Feasibility was reflected by usage statistics, and acceptance was reflected by positive feedback. In addition, health outcomes, including upper-limb dexterity, functional mobility, cognitive function, and happiness, were assessed at baseline, as well as 6 weeks and 3 months after baseline. The primary outcomes were upper-limb dexterity and acceptance of playing VR games.
A total of 135 participants with a mean age of 62.7 years (SD 21.5) were recruited from May 2019 to January 2020, and 124 (91.9%) completed at least one follow-up. Additionally, 76.3% (103/135) of the participants could attend at least 70% of the proposed 18 sessions, and 72.5% (1382/1906) of the sessions had a training time of at least 20 minutes. Linear mixed effect models showed statistically significant effects in terms of upper-limb dexterity (small effect) and cognitive function (moderate effect). Among the 135 participants, 88 provided positive comments. Additionally, 10.4% (14/135) reported mild discomfort, such as dizziness, and none reported severe discomfort.
A set of VR training games for rehabilitation could be applied to users with heterogeneous abilities. Our VR games were acceptable to local older adults and those with different disabilities. Benefits in upper-limb dexterity and cognitive function were observed despite partial compliance to the training protocol. Service providers could refer to our experiences when developing VR training systems for their clients.
与大多数针对同质人群的虚拟现实(VR)训练项目不同,我们开发了一套针对异质用户群体的用于康复目的的VR游戏。这些VR游戏涵盖了体能训练、认知训练(分类和现实定向)、社区生活技能训练以及放松的场景体验。在硬件选择和软件设计方面,对当地老年人和残疾人给予了特别考虑。
本研究旨在评估不同能力用户对VR训练的可行性、接受度和效果。
进行了一项单臂前测-后测评估研究。鼓励评估研究的参与者每周进行3次30分钟的VR训练,共持续6周。这30分钟的训练包括10分钟的上肢运动游戏、10分钟的下肢运动游戏以及10分钟的认知游戏/社区生活技能训练/放松的场景体验(视情况而定)。每次训练结束后,通过内置的VR软件记录使用统计数据,而通过自我报告和工作人员观察收集关于VR游戏体验和不良事件的反馈。可行性通过使用统计数据反映,接受度通过积极反馈反映。此外,在基线以及基线后6周和3个月评估健康结果,包括上肢灵活性、功能活动能力、认知功能和幸福感。主要结果是上肢灵活性和对玩VR游戏的接受度。
2019年5月至2020年1月共招募了135名平均年龄为62.7岁(标准差21.5)的参与者,124名(91.9%)完成了至少一次随访。此外,76.3%(103/135)的参与者能够参加至少7成的计划中的18次训练,72.5%(1382/1906)的训练时长至少为20分钟。线性混合效应模型显示在上肢灵活性(小效应)和认知功能(中等效应)方面有统计学显著效果。在135名参与者中,88人给出了积极评价。此外,10.4%(14/135)报告有轻微不适,如头晕,无人报告有严重不适。
一套用于康复的VR训练游戏可应用于不同能力的用户。我们的VR游戏为当地老年人和不同残疾人士所接受。尽管部分人未完全遵守训练方案,但在上肢灵活性和认知功能方面仍观察到了益处。服务提供商在为其客户开发VR训练系统时可参考我们 的经验。