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探讨在儿科重症监护病房中使用头戴式显示器和自适应软件通过虚拟现实游戏对青少年进行早期活动的可行性:病例报告

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.

作者信息

Lai Byron, Powell Maegen, Clement Anne Grace, Davis Drew, Swanson-Kimani Erin, Hayes Leslie

机构信息

Department of Pediatrics, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States.

Department of Physical and Occupational Therapy, Children's of Alabama, Birmingham, AL, United States.

出版信息

JMIR Rehabil Assist Technol. 2021 May 27;8(2):e28210. doi: 10.2196/28210.


DOI:10.2196/28210
PMID:34042602
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8193485/
Abstract

BACKGROUND: Early rehabilitative mobilization for adolescents is safe and feasible. However, there is a lack of published rehabilitation strategies and treatments that can maximize engagement and outcomes among adolescents in the pediatric intensive care unit (PICU). Virtual reality (VR) gaming using a head-mounted display (HMD) and adaptive software can allow active and nonactive gameplay at the bedside for people with limited arm mobility, making it a potentially inclusive and enjoyable treatment modality for adolescents in the PICU. OBJECTIVE: The purpose of this brief case study is to report on the preliminary feasibility of incorporating adaptive VR gaming using an HMD with 2 adolescents who received early mobility treatment within the PICU. METHODS: This study was a mini-ethnographic investigation of 2 adolescents (a 15-year-old male and a 13-year old male) in the PICU who underwent VR gaming sessions as part of their early mobilization care, using an Oculus Rift HMD and adaptive software (WalkinVR) that promoted full gameplay in bed. The Rift was plugged into a gaming laptop that was set up on a table within the patient's room before each session. The intervention was delivered by an adapted exercise professional and supervised by a physical therapist. Patients had access to a variety of active games (eg, boxing, rhythmic movement to music, and exploratory adventure) and nonactive games (eg, racing and narrative adventure). Gaming sessions were scheduled between usual care, when tolerable and requested by the participant. The interventionist and therapists took audio-recorded and written notes after completing each gaming session. These data were analyzed and presented in a narrative format from the perspective of the research team. RESULTS: Case 1 participated in 4 gaming sessions, with an average of 18 minutes (SD 11) per session. Case 2 participated in 2 sessions, with an average of 35 minutes (SD 7) per session. Both cases were capable of performing active gaming at a moderate level of exercise intensity, as indicated by their heart rate. However, their health and symptoms fluctuated on a daily basis, which prompted the gameplay of adventure or nonactive games. Gameplay appeared to improve participants' affect and alertness and motivate them to be more engaged in early mobilization therapy. Gameplay without the WalkinVR software caused several usability issues. There were no serious adverse events, but both cases experienced symptoms based on their condition. CONCLUSIONS: The findings of this study suggest that VR gaming with HMDs and adaptive software is likely a feasible supplement to usual care for adolescents within the PICU, and these findings warrant further investigation. Recommendations for future studies aimed at incorporating VR gaming during early mobilization are presented herein.

摘要

背景:青少年早期康复动员是安全可行的。然而,目前缺乏已发表的康复策略和治疗方法,无法使儿科重症监护病房(PICU)中的青少年最大程度地参与并取得良好治疗效果。使用头戴式显示器(HMD)和自适应软件的虚拟现实(VR)游戏可以让手臂活动受限的患者在床边进行主动和非主动游戏,使其成为PICU中青少年潜在的包容性且有趣的治疗方式。 目的:本简要案例研究的目的是报告将使用HMD的自适应VR游戏纳入两名在PICU接受早期活动治疗的青少年的初步可行性。 方法:本研究是对PICU中的两名青少年(一名15岁男性和一名13岁男性)进行的小型人种学调查,他们将VR游戏环节作为早期活动护理的一部分,使用Oculus Rift HMD和促进在床上进行完整游戏的自适应软件(WalkinVR)。每次游戏前,将Rift连接到放置在患者病房桌子上的游戏笔记本电脑上。干预由一名经过改编的运动专业人员实施,并由一名物理治疗师监督。患者可以玩各种主动游戏(如拳击、跟着音乐有节奏地运动、探索冒险)和非主动游戏(如赛车、叙事冒险)。游戏环节安排在常规护理期间,只要患者能够耐受且提出要求即可进行。每次游戏结束后,干预人员和治疗师会进行录音和记录笔记。这些数据从研究团队的角度进行分析,并以叙述形式呈现。 结果:案例1参与了4次游戏环节,每次平均时长18分钟(标准差11)。案例2参与了2次游戏环节,每次平均时长35分钟(标准差7)。根据他们的心率显示,两个案例都能够在中等运动强度下进行主动游戏。然而,他们的健康状况和症状每天都有波动,这促使他们玩冒险或非主动游戏。游戏似乎改善了参与者的情绪和警觉性,并激励他们更积极地参与早期活动治疗。没有WalkinVR软件的游戏出现了一些可用性问题。没有严重的不良事件,但两个案例都根据自身情况出现了症状。 结论:本研究结果表明,使用HMD和自适应软件的VR游戏可能是PICU中青少年常规护理的可行补充,这些发现值得进一步研究。本文还提出了针对未来旨在将VR游戏纳入早期活动的研究的建议。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/3de6ecbe8e99/rehab_v8i2e28210_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/4462c7f42633/rehab_v8i2e28210_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/fc864739f1e5/rehab_v8i2e28210_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/ac7660f351aa/rehab_v8i2e28210_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/3de6ecbe8e99/rehab_v8i2e28210_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/4462c7f42633/rehab_v8i2e28210_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/fc864739f1e5/rehab_v8i2e28210_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/ac7660f351aa/rehab_v8i2e28210_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/5329/8193485/3de6ecbe8e99/rehab_v8i2e28210_fig4.jpg

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[5]
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J Intensive Care. 2024-2-29

[6]
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

[7]
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[8]
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[9]
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Pediatr Clin North Am. 2023-6

[10]
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本文引用的文献

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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

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