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一种基于家庭的新型沉浸式虚拟现实头戴设备进行多发性硬化症灵巧性训练的可行性和可用性。

Feasibility and usability of a new home-based immersive virtual reality headset-based dexterity training in multiple sclerosis.

作者信息

Kamm Christian P, Blättler Remo, Kueng Roger, Vanbellingen Tim

机构信息

Neurocenter, Lucerne Cantonal Hospital, 6000 Lucerne, Switzerland; Department of Neurology, Inselspital, Bern University Hospital and University of Bern, 3010 Bern, Switzerland.

12 Parsec, Oberfeld 3, 6037 Root, Switzerland.

出版信息

Mult Scler Relat Disord. 2023 Mar;71:104525. doi: 10.1016/j.msard.2023.104525. Epub 2023 Jan 20.

Abstract

BACKGROUND

Impaired manual dexterity is frequent and disabling in patients with multiple sclerosis (MS), affecting activities of daily living and quality of life.

OBJECTIVE

The aim of this study was to evaluate the feasibility, usability and patient engagement/satisfaction of a home-based immersive virtual reality (VR) headset-based dexterity training in persons with multiple sclerosis (pwMS). In addition, preliminary efficacy data on the impact of this new training on manual dexterity were collected.

METHODS

Single arm prospective study. After a waiting period of two weeks, pwMS performed a specifically developed home-based VR headset-based dexterity training using the Oculus quest 2 for two weeks with five training sessions/week, each session for approximately 20 minutes. Primary endpoints were feasibility (measured by the adherence rate), usability (System Usability Scale, SUS) and patient engagement/satisfaction (Custom User Engagement Questionnaire, CUEQ). Secondary exploratory efficacy endpoints, measured before and after the waiting period as well as after the training intervention, were the Nine-hole-Peg-Test (9HPT), Coin rotation task (CRT), Handheld JAMAR dynamometer, Arm Function in Multiple Sclerosis Questionnaire (AMSQ) and the Multiple Sclerosis Impact Scale 29 (MSIS 29).

RESULTS

Eleven pwMS (mean age 49 ± 10.87 SD, mean EDSS 4.28 ± 1.48 SD) participated in the study. Feasibility (adherence rate: 81.8%), usability (median SUS score 94 (IQR = 78-96)) and patient engagement/satisfaction (median 8 on scale of 1-10) of the VR training was very high. In addition, the CRT for the dominant hand improved significantly after training (p = 0.03).

CONCLUSIONS

The good results on feasibility, usability, and patient engagement/satisfaction qualify this home-based immersive VR headset-based dexterity training approach for the use in home-based neurorehabilitation in pwMS. Improved fine motor skills for the dominant hand suggest preliminary efficacy, but this needs to be proven in a future randomized-controlled trials.

摘要

背景

手部灵活性受损在多发性硬化症(MS)患者中很常见且会导致残疾,影响日常生活活动和生活质量。

目的

本研究的目的是评估基于家庭沉浸式虚拟现实(VR)头戴设备的多发性硬化症患者(pwMS)手部灵活性训练的可行性、易用性以及患者参与度/满意度。此外,还收集了关于这种新训练对手部灵活性影响的初步疗效数据。

方法

单臂前瞻性研究。经过两周的等待期后,pwMS使用Oculus Quest 2进行了为期两周、每周五次、每次约20分钟的专门开发的基于家庭VR头戴设备的手部灵活性训练。主要终点是可行性(通过依从率衡量)、易用性(系统可用性量表,SUS)和患者参与度/满意度(自定义用户参与问卷,CUEQ)。次要探索性疗效终点在等待期前后以及训练干预后进行测量,包括九孔插板试验(9HPT)、硬币旋转任务(CRT)、手持JAMAR测力计、多发性硬化症手臂功能问卷(AMSQ)和多发性硬化症影响量表29(MSIS 29)。

结果

11名pwMS(平均年龄49±10.87标准差,平均扩展残疾状态量表[EDSS] 4.28±1.48标准差)参与了该研究。VR训练的可行性(依从率:81.8%)、易用性(SUS中位数得分94[四分位间距=78 - 96])和患者参与度/满意度(1 - 10分制中位数为8)非常高。此外,训练后优势手的CRT有显著改善(p = 0.03)。

结论

在可行性、易用性和患者参与度/满意度方面的良好结果使这种基于家庭沉浸式VR头戴设备的手部灵活性训练方法适用于pwMS的家庭神经康复。优势手精细运动技能的改善表明有初步疗效,但这需要在未来的随机对照试验中得到证实。

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