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成人技术驱动型运动游戏作为远程康复服务的实施前景

A Perspective on Implementation of Technology-Driven Exergames for Adults as Telerehabilitation Services.

作者信息

Meulenberg Cécil J W, de Bruin Eling D, Marusic Uros

机构信息

Institute for Kinesiology Research, Science and Research Centre of Koper, Koper, Slovenia.

Department of Health Sciences and Technology, Institute of Human Movement Sciences and Sport, Zurich, Switzerland.

出版信息

Front Psychol. 2022 Mar 17;13:840863. doi: 10.3389/fpsyg.2022.840863. eCollection 2022.

DOI:10.3389/fpsyg.2022.840863
PMID:35369192
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8968106/
Abstract

A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality (XR) which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the game in front of a computer screen while standing or walking on a force plate or treadmill allows the user to react to certain infrastructural changes and obstacles within the virtual environment. Recent developments, optimization, and minimizations in wearable technology have produced wireless headsets and sensors that allow for unrestricted whole-body movement. This makes the virtual experience more immersive and provides the opportunity for greater engagement than traditional exercise. Currently, XR serves as an umbrella term for current immersive technologies as well as future realities that enhance the experience with features that produce new controllable environments. Overall, these technology-enhanced exergames challenge the adult user and modify the experience by increasing sensory stimulation and creating an environment where virtual and real elements interact. As a therapy, exergames can potentially create new environments and visualizations that may be more ecologically valid and thus simulate real activities of daily living that can be trained. Furthermore, by adding telemedicine features to the exergame, progress over time can be closely monitored and feedback provided, offering future opportunities for cognitive-motor assessment. To more optimally serve and challenge adults both physically and cognitively over time in future lockdowns, there is a need to provide long-term remote training and feedback. Particularly related to activities of daily living that create opportunities for effective and lasting rehabilitation for elderly and sufferers from chronic non-communicable diseases (CNDs). The aim of the current review is to envision the remote training and monitoring of physical and cognitive aspects for adults with limited mobility (due to disability, disease, or age), through the implementation of concurrent telehealth and exergame features using XR and wireless sensor technologies.

摘要

公共卫生当局的一个主要担忧是,也要鼓励成年人在疫情封锁期间置身于丰富的环境中(感官和认知 - 运动活动),就像最近在全球范围内新冠疫情爆发期间那样。需要身体活动的成人游戏,即所谓的运动游戏,在此提供了机会。特别是,如今游戏行业的产出提供了具有扩展现实(XR)的电脑游戏,它将真实和虚拟环境结合在一起,涉及由计算机和可穿戴技术产生的人机交互。例如,站在测力板或跑步机上在电脑屏幕前玩游戏,能让用户对虚拟环境中的某些基础设施变化和障碍物做出反应。可穿戴技术最近的发展、优化和小型化产生了无线耳机和传感器,允许进行无限制的全身运动。这使得虚拟体验更加身临其境,并提供了比传统锻炼更大的参与机会。目前,XR是当前沉浸式技术以及未来现实的统称,这些未来现实通过产生新的可控环境的功能来增强体验。总体而言,这些技术增强的运动游戏对成年用户构成挑战,并通过增加感官刺激和创造虚拟与真实元素相互作用的环境来改变体验。作为一种疗法,运动游戏有可能创造新的环境和可视化效果,这些可能在生态上更有效,从而模拟可以训练的日常生活真实活动。此外,通过在运动游戏中添加远程医疗功能,可以密切监测随时间的进展并提供反馈,为认知 - 运动评估提供未来机会。为了在未来的封锁期间随着时间的推移更优化地在身体和认知上服务并挑战成年人,需要提供长期的远程训练和反馈。特别是与为老年人和慢性非传染性疾病(CND)患者创造有效且持久康复机会的日常生活活动相关。本综述的目的是设想通过使用XR和无线传感器技术同时实施远程医疗和运动游戏功能,对行动不便的成年人(由于残疾、疾病或年龄)的身体和认知方面进行远程训练和监测。

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