• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

基于虚拟现实的干预措施用于脑震荡后前庭和平衡障碍的康复:范围综述。

Virtual reality-based interventions for the rehabilitation of vestibular and balance impairments post-concussion: a scoping review.

机构信息

Doctor of Physiotherapy, Faculty of Health Sciences and Medicine, Bond University, Gold Coast, Australia.

Integrated Specialist ENT Service, Logan Hospital, Meadowbrook, Australia.

出版信息

J Neuroeng Rehabil. 2023 Mar 3;20(1):31. doi: 10.1186/s12984-023-01145-4.

DOI:10.1186/s12984-023-01145-4
PMID:36869367
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9985280/
Abstract

BACKGROUND

Concussions and mild traumatic brain injuries are the most common causes of physical and cognitive disability worldwide. Concussion can result in post-injury vestibular and balance impairments that can present up to five years post initial concussion event, ultimately affecting many daily and functional activities. While current clinical treatment aims to reduce symptoms, the developing use of technology in everyday life has seen the emergence of virtual reality. Current literature has failed to identify substantial evidence regarding the use of virtual reality in rehabilitation. The primary aim of this scoping review is to identify, synthesise, and assess the quality of studies reporting on the effectiveness of virtual reality for the rehabilitation of vestibular and balance impairments post-concussion. Additionally, this review aims to summarise the volume of scientific literature and identify the knowledge gaps in current research pertaining to this topic.

METHODS

A scoping review of six databases (PubMed, Embase, CINAHL, ProQuest, SportDiscus, Scopus) and a grey literature (Google Scholar) was conducted using three key concepts (virtual reality, vestibular symptoms, and post-concussion). Data was charted from studies and outcomes were categorised into one of three categories: (1) balance; (2) gait; or (3) functional outcome measures. Critical appraisal of each study was conducted using the Joanna Briggs Institute checklists. A critical appraisal of each outcome measure was also completed utilising a modified GRADE appraisal tool to summarise the quality of evidence. Effectiveness was assessed using calculations of change in performance and change per exposure time.

RESULTS

Three randomised controlled trials, three quasi-experimental studies, three case studies, and one retrospective cohort study were ultimately included, using a thorough eligibility criteria. All studies were inclusive of different virtual reality interventions. The ten studies had a 10-year range and identified 19 different outcome measures.

CONCLUSION

The findings from this review suggests that virtual reality is an effective tool for the rehabilitation of vestibular and balance impairments post-concussion. Current literature shows sufficient but low level of evidence, and more research is necessary to develop a quantitative standard and to better understand appropriate dosage of virtual reality intervention.

摘要

背景

脑震荡和轻度创伤性脑损伤是全球范围内导致身体和认知功能障碍的最常见原因。脑震荡可导致受伤后前庭和平衡功能障碍,这些障碍可能在脑震荡后五年内出现,最终影响许多日常和功能性活动。虽然目前的临床治疗旨在减轻症状,但日常生活中技术的发展已经出现了虚拟现实。目前的文献未能确定使用虚拟现实进行康复治疗的大量证据。本研究的主要目的是确定、综合和评估报告虚拟现实在脑震荡后前庭和平衡障碍康复中的有效性的研究的质量。此外,本综述旨在总结科学文献的数量,并确定当前研究在这一主题上的知识空白。

方法

对六个数据库(PubMed、Embase、CINAHL、ProQuest、SportDiscus、Scopus)和灰色文献(Google Scholar)进行了范围综述,使用三个关键概念(虚拟现实、前庭症状和脑震荡后)。从研究中提取数据,并将结果分为三类:(1)平衡;(2)步态;或(3)功能结果测量。使用 Joanna Briggs 研究所检查表对每项研究进行了批判性评价。还使用改良的 GRADE 评价工具对每个结果测量进行了批判性评价,以总结证据质量。使用性能变化和每暴露时间变化的计算来评估效果。

结果

最终纳入了三项随机对照试验、三项准实验研究、三项病例研究和一项回顾性队列研究,使用了严格的纳入标准。所有研究都包括不同的虚拟现实干预措施。这 10 项研究的时间跨度为 10 年,确定了 19 种不同的结果测量方法。

结论

本综述的结果表明,虚拟现实是脑震荡后前庭和平衡障碍康复的有效工具。目前的文献提供了足够但低水平的证据,需要进一步研究以制定定量标准,并更好地理解虚拟现实干预的适当剂量。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4b2b/9985280/e2c26b54bfc8/12984_2023_1145_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4b2b/9985280/e2c26b54bfc8/12984_2023_1145_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4b2b/9985280/e2c26b54bfc8/12984_2023_1145_Fig1_HTML.jpg

相似文献

1
Virtual reality-based interventions for the rehabilitation of vestibular and balance impairments post-concussion: a scoping review.基于虚拟现实的干预措施用于脑震荡后前庭和平衡障碍的康复:范围综述。
J Neuroeng Rehabil. 2023 Mar 3;20(1):31. doi: 10.1186/s12984-023-01145-4.
2
Folic acid supplementation and malaria susceptibility and severity among people taking antifolate antimalarial drugs in endemic areas.在流行地区,服用抗叶酸抗疟药物的人群中,叶酸补充剂与疟疾易感性和严重程度的关系。
Cochrane Database Syst Rev. 2022 Feb 1;2(2022):CD014217. doi: 10.1002/14651858.CD014217.
3
Virtual reality for multiple sclerosis rehabilitation.用于多发性硬化症康复的虚拟现实技术。
Cochrane Database Syst Rev. 2025 Jan 7;1(1):CD013834. doi: 10.1002/14651858.CD013834.pub2.
4
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2017 Nov 20;11(11):CD008349. doi: 10.1002/14651858.CD008349.pub4.
5
Effectiveness of Vestibular Rehabilitation in Children Post-Concussion: A Systematic Review.脑震荡后儿童前庭康复的有效性:一项系统评价。
Int J Sports Phys Ther. 2025 Feb 2;20(2):142-156. doi: 10.26603/001c.128282. eCollection 2025.
6
Virtual reality for stroke rehabilitation.用于中风康复的虚拟现实技术。
Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3.
7
Effectiveness of conventional versus virtual reality-based balance exercises in vestibular rehabilitation for unilateral peripheral vestibular loss: results of a randomized controlled trial.传统平衡训练与基于虚拟现实的平衡训练在前庭康复治疗单侧外周前庭功能丧失中的有效性:一项随机对照试验的结果
Arch Phys Med Rehabil. 2015 Jul;96(7):1319-1328.e1. doi: 10.1016/j.apmr.2015.02.032. Epub 2015 Apr 2.
8
Virtual reality for rehabilitation in Parkinson's disease.帕金森病康复的虚拟现实技术
Cochrane Database Syst Rev. 2016 Dec 21;12(12):CD010760. doi: 10.1002/14651858.CD010760.pub2.
9
The effectiveness of virtual reality interventions in improving balance in adults with impaired balance compared to standard or no treatment: A systematic review.与标准治疗或不治疗相比,虚拟现实干预对改善平衡受损成年人平衡能力的有效性:一项系统评价。
JBI Libr Syst Rev. 2012;10(48):3048-3079. doi: 10.11124/jbisrir-2012-23.
10
Efficacy of Robot-Assisted and Virtual Reality Interventions on Balance, Gait, and Daily Function in Patients With Stroke: A Systematic Review and Network Meta-analysis.机器人辅助和虚拟现实干预对脑卒中患者平衡、步态和日常功能的疗效:系统评价和网络荟萃分析。
Arch Phys Med Rehabil. 2023 Oct;104(10):1711-1719. doi: 10.1016/j.apmr.2023.04.005. Epub 2023 Apr 28.

引用本文的文献

1
Contextual sensory integration training vs. traditional vestibular rehabilitation: a pilot randomized controlled trial.语境感觉统合训练与传统前庭康复治疗比较:一项初步的随机对照试验。
J Neuroeng Rehabil. 2023 Aug 12;20(1):104. doi: 10.1186/s12984-023-01224-6.

本文引用的文献

1
Acute Eye-Tracking Changes Correlated With Vestibular Symptom Provocation Following Mild Traumatic Brain Injury.轻度创伤性脑损伤后与前庭症状激发相关的急性眼动追踪变化。
Clin J Sport Med. 2024 Sep 1;34(5):411-416. doi: 10.1097/JSM.0000000000001223. Epub 2024 May 2.
2
Nonpharmacological Treatment of Persistent Postconcussion Symptoms in Adults: A Systematic Review and Meta-analysis and Guideline Recommendation.成人持续性脑震荡后症状的非药物治疗:系统评价和荟萃分析及指南推荐。
JAMA Netw Open. 2021 Nov 1;4(11):e2132221. doi: 10.1001/jamanetworkopen.2021.32221.
3
Normative data for ages 18-45 for ocular motor and vestibular testing using eye tracking.
18至45岁人群使用眼动追踪技术进行眼动和前庭测试的标准数据。
Laryngoscope Investig Otolaryngol. 2021 Aug 21;6(5):1116-1127. doi: 10.1002/lio2.632. eCollection 2021 Oct.
4
Virtual and augmented reality in the vestibular rehabilitation of peripheral vestibular disorders: systematic review and meta-analysis.虚拟现实和增强现实在周围性前庭障碍的前庭康复中的应用:系统评价和荟萃分析。
Sci Rep. 2021 Sep 8;11(1):17843. doi: 10.1038/s41598-021-97370-9.
5
Effect of vestibular exercise and optokinetic stimulation using virtual reality in persistent postural-perceptual dizziness.虚拟现实前庭锻炼和视动刺激治疗持续性姿势感知性头晕的效果。
Sci Rep. 2021 Jul 14;11(1):14437. doi: 10.1038/s41598-021-93940-z.
6
Characterization of speed adaptation while walking on an omnidirectional treadmill.描述在全方位跑步机上行走时的速度适应特性。
J Neuroeng Rehabil. 2020 Nov 23;17(1):153. doi: 10.1186/s12984-020-00787-y.
7
Effect of concussion on salary and employment: a population-based event time study using a quasi-experimental design.脑震荡对薪酬和就业的影响:基于人群的事件时间研究采用准实验设计。
BMJ Open. 2020 Oct 21;10(10):e038161. doi: 10.1136/bmjopen-2020-038161.
8
Associations Between Neurochemistry and Gait Performance Following Concussion in Collegiate Athletes.大学生运动员脑化学与脑震荡后步态表现的相关性研究。
J Head Trauma Rehabil. 2020 Sep/Oct;35(5):342-353. doi: 10.1097/HTR.0000000000000616.
9
Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People.虚拟现实系统对改善老年人日常生活活动的有效性。
Int J Environ Res Public Health. 2020 Aug 28;17(17):6283. doi: 10.3390/ijerph17176283.
10
Virtual immersive sensorimotor training (VIST) in collegiate soccer athletes: A quasi-experimental study.大学生足球运动员的虚拟沉浸式感觉运动训练(VIST):一项准实验研究。
Heliyon. 2020 Jul 24;6(7):e04527. doi: 10.1016/j.heliyon.2020.e04527. eCollection 2020 Jul.