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中风后的虚拟现实:设计体验以提高上肢康复参与度时确定重要特征。

Virtual reality after stroke: Identifying important characteristics when designing experiences to improve engagement in upper limb rehabilitation.

作者信息

Isbel Stephen, Holloway Helen, Greber Craig, Nguyen Kelly, Frost Jane, Pearce Claire, D'Cunha Nathan M

机构信息

Faculty of Health, School of Exercise and Rehabilitation Sciences, University of Canberra, Canberra, ACT, Australia.

Faculty of Health, Centre for Ageing Research and Translation, University of Canberra, Bruce, ACT, Australia.

出版信息

Digit Health. 2024 May 17;10:20552076241251634. doi: 10.1177/20552076241251634. eCollection 2024 Jan-Dec.

Abstract

OBJECTIVE

Virtual reality (VR) has been used to improve upper limb function after stroke but there is little to guide product developers in building experiences that engage users in the sustained, repetitive training required. This research sought to understand the characteristics of VR scenarios best suited to engaging someone with a stroke during recovery to achieve therapeutic outcomes.

METHODS

Five creative immersive VR scenarios were designed by an experienced VR content creator containing unique combinations of VR characteristics. The usefulness of the scenarios was reviewed by expert clinicians experienced in stroke rehabilitation. Following this review, seven stroke survivors participated in each experience and reported on their engagement and motivation. Outcome measures were the User Satisfaction Evaluation Questionnaire and the modified Intrinsic Motivation Inventory. Semi-structured interviews were conducted with five participants following their immersive VR experience and analysed thematically.

RESULTS

Expert clinicians reported potential therapeutic value in the immersive VR scenarios by providing opportunities for repeated and graded practice of upper limb movements. Stroke survivors reported varied levels of enjoyment and engagement for each scenario. They recommended changes to the experiences, primarily relating to the tailoring of the scenarios to match varied upper limb capacities.

CONCLUSION

This study highlights the characteristics of immersive VR scenarios that are important in sustaining motivation and providing high-repetition task-specific movement experiences. Differences in the experience and preferences of stroke participants regarding the characteristics of immersive VR experiences indicate that a variety of experiences are necessary to engage and sustain participation in an immersive VR-related therapy programme.

摘要

目的

虚拟现实(VR)已被用于改善中风后的上肢功能,但在构建能让用户参与所需的持续、重复训练的体验方面,几乎没有什么能指导产品开发者。本研究旨在了解最适合在中风恢复期间吸引患者参与以实现治疗效果的VR场景的特征。

方法

一位经验丰富的VR内容创作者设计了五个具有创意的沉浸式VR场景,包含独特的VR特征组合。由在中风康复方面经验丰富的临床专家对这些场景的实用性进行评估。在此评估之后,七名中风幸存者参与了每种体验,并报告了他们的参与度和积极性。结果测量指标为用户满意度评估问卷和修改后的内在动机量表。在五名参与者进行沉浸式VR体验后,对他们进行了半结构化访谈,并进行了主题分析。

结果

临床专家报告称,沉浸式VR场景通过提供上肢运动的重复和分级练习机会,具有潜在的治疗价值。中风幸存者报告了对每个场景不同程度的享受和参与度。他们建议对体验进行改进,主要涉及根据不同的上肢能力调整场景。

结论

本研究突出了沉浸式VR场景在维持动机和提供高重复性特定任务运动体验方面的重要特征。中风参与者在沉浸式VR体验特征方面的体验和偏好差异表明,需要多种体验来吸引和维持对沉浸式VR相关治疗计划的参与。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9efc/11138195/32fa32603b9e/10.1177_20552076241251634-fig1.jpg

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