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实物和虚拟现实箱块测试的大脑激活和功能结果比较:案例研究。

Comparison of brain activation and functional outcomes between physical and virtual reality box and block test: a case study.

机构信息

Department of Biomechanics, University of Nebraska at Omaha, Omaha, NE, USA.

Department of Computer Science, University of Nebraska at Omaha, Omaha, NE, USA.

出版信息

Disabil Rehabil Assist Technol. 2024 Feb;19(2):273-280. doi: 10.1080/17483107.2022.2085334. Epub 2022 Jun 15.

Abstract

PURPOSE

Immersive Virtual Reality (VR) systems allow for highly repetitive tasks to be performed within a virtual environment that increases practice in home environments. VR can increase access to rehabilitation by reducing access barriers. However, rehabilitation outcomes between immersive VR systems and conventional physical rehabilitation are not well understood. The purpose of this case study was to assess the use of a custom clinically based VR simulation for testing gross hand dexterity with an individual with chronic stroke.

MATERIALS AND METHODS

The participant performed the box and blocks test (BBT) in an immersive VR environment and a physical environment. Three trials of the BBT were performed with their less-affected and affected hands each in both environments while measuring cortical activity using fNIRS. Rests were given between trials and environment conditions.

RESULTS

Our results show that there was no statistical difference in the number of blocks moved between the physical and VR BBT for both the affected and less-affected hands. Furthermore, our results also indicate no statistically significant difference between the physical BBT and VR BBT conditions on contralateral motor cortex activation, suggesting that cortical involvement is comparable between physical and VR conditions.

CONCLUSIONS

These results suggest that an immersive VR system may be able to elicit functional and motor cortex activations that are comparable to the conventional physical BBT. Importantly, these findings highlights the potential benefits of VR therapy as a remote therapy intervention and/or to increase the effectiveness and practicality of current in-person rehabilitation programs.Implications for rehabilitationThese findings highlight the potential benefits of immersive virtual reality as a remote therapy intervention.Immersive virtual reality use has potential benefits to increase the effectiveness and practicality of current in-person rehabilitation programs.

摘要

目的

沉浸式虚拟现实 (VR) 系统允许在虚拟环境中执行高度重复的任务,从而增加在家中的练习。VR 可以通过减少访问障碍来增加康复的机会。然而,沉浸式 VR 系统与传统物理康复之间的康复效果尚不清楚。本案例研究的目的是评估使用基于临床的定制 VR 模拟来测试慢性中风患者的手部总体灵巧性。

材料和方法

参与者在沉浸式 VR 环境和物理环境中进行了箱块测试 (BBT)。在两种环境中,他们使用非优势手和优势手分别进行了三次 BBT 测试,同时使用 fNIRS 测量皮质活动。在测试和环境条件之间休息。

结果

我们的结果表明,在物理和 VR BBT 中,受影响和不受影响的手之间移动的块数没有统计学差异。此外,我们的结果还表明,在物理 BBT 和 VR BBT 条件下,对侧运动皮质的激活没有统计学上的显著差异,这表明皮质参与在物理和 VR 条件下是相当的。

结论

这些结果表明,沉浸式 VR 系统可能能够引发与传统物理 BBT 相当的功能和运动皮质激活。重要的是,这些发现强调了 VR 治疗作为远程治疗干预的潜在益处,以及增加当前面对面康复计划的有效性和实用性。

康复意义

这些发现强调了沉浸式虚拟现实作为远程治疗干预的潜在益处。沉浸式虚拟现实的使用具有提高当前面对面康复计划的有效性和实用性的潜力。

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