Thuilier Eléa, Carey John, Dempsey Mary, Dingliana John, Whelan Bryan, Brennan Attracta
School of Computer Science, University of Galway, Galway, Ireland.
School of Medicine, University of Galway, Galway, Ireland.
Virtual Real. 2024;28(2):93. doi: 10.1007/s10055-024-00980-7. Epub 2024 Apr 7.
This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition. Worldwide, osteoporosis causes 8.9 million fractures annually; it is associated with substantial pain, suffering, disability and increased mortality. The importance of physical therapy as a rehabilitation strategy to avoid osteoporosis fracture cannot be over-emphasised. However, the main rehabilitation challenges relate to engagement and participation. The use of virtual rehabilitation to address such challenges in the delivery of physical improvement is gaining in popularity. As there currently is a paucity of literature applying virtual rehabilitation to patients with osteoporosis, the authors broadened the search parameters to include articles relating to the virtual rehabilitation of other skeletal disorders (e.g. Ankylosing spondylitis, spinal cord injury, motor rehabilitation, etc.). This systematic review initially identified 130 titles, from which 23 articles (involving 539 participants) met all eligibility and selection criteria. Four groups of devices supporting virtual rehabilitation were identified: a head-mounted display, a balance board, a camera and more specific devices. Each device supported physical improvement (i.e. balance, muscle strength and gait) post-training. This review has shown that: (a) each device allowed improvement with different degrees of immersion, (b) the technology choice is dependent on the care need and (c) virtual rehabilitation can be equivalent to and enhance conventional therapy and potentially increase the patient's engagement with physical therapy.
本研究旨在确定有效的方法来设计虚拟康复方案,以帮助患有骨质疏松症或其他肌肉骨骼疾病的患者获得身体改善(如平衡和步态)并提高参与度(即积极性)。骨质疏松症是一种全身性骨骼疾病,是全球最常见的疾病之一,影响着5亿成年人。尽管骨质疏松症患者的数量与被诊断患有心血管疾病和痴呆症的患者数量相当或更多,但骨质疏松症并未得到同样的重视。在全球范围内,骨质疏松症每年导致890万例骨折;它与巨大的疼痛、痛苦、残疾和死亡率增加相关。物理治疗作为一种避免骨质疏松性骨折的康复策略,其重要性再怎么强调也不为过。然而,主要的康复挑战与参与度和参与情况有关。使用虚拟康复来应对身体改善方面的此类挑战正越来越受欢迎。由于目前将虚拟康复应用于骨质疏松症患者的文献较少,作者扩大了搜索范围,纳入了与其他骨骼疾病(如强直性脊柱炎、脊髓损伤、运动康复等)的虚拟康复相关的文章。这项系统评价最初识别出130篇文献标题,其中23篇文章(涉及539名参与者)符合所有纳入标准和选择标准。确定了支持虚拟康复的四类设备:头戴式显示器、平衡板、摄像头和更特殊的设备。每组设备在训练后都有助于身体改善(即平衡、肌肉力量和步态)。该评价表明:(a)每种设备都能在不同程度的沉浸感下实现改善;(b)技术选择取决于护理需求;(c)虚拟康复可以等同于并增强传统治疗,并有可能提高患者对物理治疗的参与度。