Suppr超能文献

用于腰痛且运动恐惧高的患者分级康复的虚拟现实游戏套件:受试者内比较研究

A Virtual Reality Game Suite for Graded Rehabilitation in Patients With Low Back Pain and a High Fear of Movement: Within-Subject Comparative Study.

作者信息

Peebles Alexander T, van der Veen Susanne, Stamenkovic Alexander, France Christopher R, Pidcoe Peter E, Thomas James S

机构信息

Department of Physical Therapy, Virginia Commonwealth University, Richmond, VA, United States.

Department of Engineering, Laurel Ridge Community College, Warrenton, VA, United States.

出版信息

JMIR Serious Games. 2022 Mar 23;10(1):e32027. doi: 10.2196/32027.

Abstract

BACKGROUND

Complex movement pathologies that are biopsychosocial in nature (eg, back pain) require a multidimensional approach for effective treatment. Virtual reality is a promising tool for rehabilitation, where therapeutic interventions can be gamified to promote and train specific movement behaviors while increasing enjoyment, engagement, and retention. We have previously created virtual reality-based tools to assess and promote lumbar excursion during reaching and functional gameplay tasks by manipulating the position of static and dynamic contact targets. Based on the framework of graded exposure rehabilitation, we have created a new virtual reality therapy aimed to alter movement speed while retaining the movement-promoting features of our other developments.

OBJECTIVE

This study aims to compare lumbar flexion excursion and velocity across our previous and newly developed virtual reality tools in a healthy control cohort.

METHODS

A total of 31 healthy participants (16 males, 15 females) took part in 3 gamified virtual reality therapies (ie, Reachality, Fishality, and Dodgeality), while whole-body 3D kinematics were collected at 100 Hz using a 14-camera motion capture system. Lumbar excursion, lumbar flexion velocity, and actual target impact location in the anterior and vertical direction were compared across each virtual reality task and between the 4 anthropometrically defined intended target impact locations using separate 2-way repeated measures analysis of variance models.

RESULTS

There was an interaction between game and impact height for each outcome (all P<.001). Post-hoc simple effects models revealed that lumbar excursion was reduced during Reachality and Fishality relative to that during Dodgeality for the 2 higher impact heights but was greater during Reachality than during Fishality and Dodgeality for the lowest impact height. Peak lumbar flexion velocity was greater during Dodgeality than during Fishality and Reachality across heights. Actual target impact locations during Dodgeality and Fishality were lower relative to those during Reachality at higher intended impact locations but higher at lower intended impact locations. Finally, actual target impact location was further in the anterior direction for Reachality compared to that for Fishality and for Fishality relative to that for Dodgeality.

CONCLUSIONS

Lumbar flexion velocity was reduced during Fishality relative to that during Dodgeality and resembled velocity demands more similar to those for a self-paced reaching task (ie, Reachality). Additionally, lumbar motion and target impact location during Fishality were more similar to those during Reachality than to those during Dodgeality, which suggests that this new virtual reality game is an effective tool for shaping movement. These findings are encouraging for future research aimed at developing an individualized and graded virtual reality intervention for patients with low back pain and a high fear of movement.

摘要

背景

本质上具有生物心理社会属性的复杂运动病理学(如背痛)需要采用多维度方法进行有效治疗。虚拟现实是一种很有前景的康复工具,在虚拟现实中,治疗干预可以游戏化,以促进和训练特定的运动行为,同时增加趣味性、参与度和记忆保持率。我们之前创建了基于虚拟现实的工具,通过操纵静态和动态接触目标的位置,在伸展和功能性游戏任务中评估和促进腰椎活动度。基于分级暴露康复框架,我们创建了一种新的虚拟现实疗法,旨在改变运动速度,同时保留我们其他研发成果中促进运动的特性。

目的

本研究旨在比较健康对照组在我们之前开发的和新开发的虚拟现实工具中的腰椎前屈活动度和速度。

方法

共有31名健康参与者(16名男性,15名女性)参与了3种游戏化虚拟现实疗法(即Reachality、Fishality和Dodgeality),同时使用14台摄像机的运动捕捉系统以100Hz的频率采集全身三维运动学数据。使用单独的双向重复测量方差分析模型,比较每个虚拟现实任务中的腰椎活动度、腰椎前屈速度以及前后方向和垂直方向上的实际目标撞击位置,并在4个人体测量学定义的预期目标撞击位置之间进行比较。

结果

每种结果在游戏和撞击高度之间均存在交互作用(所有P<0.001)。事后简单效应模型显示,对于2个较高的撞击高度,与Dodgeality相比,Reachality和Fishality期间的腰椎活动度降低,但对于最低撞击高度,Reachality期间的腰椎活动度大于Fishality和Dodgeality期间。在所有高度上,Dodgeality期间的腰椎前屈峰值速度均大于Fishality和Reachality期间。在较高预期撞击位置时,Dodgeality和Fishality期间的实际目标撞击位置相对于Reachality较低,但在较低预期撞击位置时较高。最后,与Fishality相比,Reachality的实际目标撞击位置在前方更远,与Dodgeality相比,Fishality的实际目标撞击位置在前方更远。

结论

与Dodgeality相比,Fishality期间的腰椎前屈速度降低,且类似于自定节奏伸展任务(即Reachality)的速度要求。此外,Fishality期间的腰椎运动和目标撞击位置与Reachality期间更相似,而与Dodgeality期间不同,这表明这种新的虚拟现实游戏是塑造运动的有效工具。这些发现对于未来旨在为患有下背痛且对运动高度恐惧的患者开发个性化分级虚拟现实干预措施的研究具有鼓舞作用。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/217b/8987950/feb1f4c9acec/games_v10i1e32027_fig1.jpg

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

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验