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家庭式双手手臂虚拟现实强化训练的可行性:案例研究。

Feasibility of At-Home Hand Arm Bimanual Intensive Training in Virtual Reality: Case Study.

机构信息

Virtual Reality Laboratory, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.

Department of Physical Therapy, Munroe-Meyer Insitute, University of Nebraska Medical Center, Omaha, NE, United States.

出版信息

JMIR Form Res. 2024 Sep 6;8:e57588. doi: 10.2196/57588.

DOI:10.2196/57588
PMID:39241226
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11415726/
Abstract

This single-participant case study examines the feasibility of using custom virtual reality (VR) gaming software in the home environment for low-dose Hand Arm Bimanual Intensive Training (HABIT). A 10-year-old with right unilateral cerebral palsy participated in this trial. Fine and gross motor skills as well as personal goals for motor outcomes were assessed before and after the intervention using the Box and Blocks Test, Nine-Hole Peg Test, and Canadian Occupational Performance Measure. Movement intensities collected via the VR hardware accelerometers, VR game scores, and task accuracy were recorded via the HABIT-VR software as indices of motor performance. The child and family were instructed to use the HABIT-VR games twice daily for 30 minutes over a 14-day period and asked to record when they used the system. The child used the system and completed the 14-hour, low-dose HABIT-VR intervention across 22 days. There was no change in Box and Blocks Test and Nine-Hole Peg Test scores before and after the intervention. Canadian Occupational Performance Measure scores increased but did not reach the clinically relevant threshold, due to high scores at baseline. Changes in motor task intensities during the use of VR and mastery of the VR bimanual tasks suggested improved motor efficiency. This case study provides preliminary evidence that HABIT-VR is useful for promoting adherence to HABIT activities and for the maintenance of upper extremity motor skills in the home setting.

摘要

本单例研究旨在探讨在家中使用定制虚拟现实 (VR) 游戏软件进行低剂量双手上肢密集训练 (HABIT) 的可行性。一位 10 岁的右侧单侧脑瘫患者参与了此次试验。使用 Box and Blocks 测试、九孔钉测试和加拿大职业表现量表在干预前后评估精细和粗大运动技能以及运动结果的个人目标。通过 VR 硬件加速计收集的运动强度、VR 游戏得分和任务准确性通过 HABIT-VR 软件记录,作为运动表现的指标。孩子和家人被指示在 14 天内每天使用 HABIT-VR 游戏两次,每次 30 分钟,并要求记录使用系统的时间。孩子使用该系统并在 22 天内完成了 14 小时的低剂量 HABIT-VR 干预。干预前后 Box and Blocks 测试和九孔钉测试的得分没有变化。加拿大职业表现量表的得分有所增加,但由于基线得分较高,并未达到临床相关阈值。使用 VR 时运动任务强度的变化以及对 VR 双手任务的掌握表明运动效率有所提高。本单例研究初步证明,HABIT-VR 可用于促进 HABIT 活动的依从性,并在家中维持上肢运动技能。

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本文引用的文献

1
Bimanual Movement Characteristics and Real-World Performance Following Hand-Arm Bimanual Intensive Therapy in Children with Unilateral Cerebral Palsy.单侧脑瘫患儿进行手-臂双手强化治疗后的双手运动特征及实际表现
Behav Sci (Basel). 2023 Aug 13;13(8):681. doi: 10.3390/bs13080681.
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Bimanual movements in children with cerebral palsy: a systematic review of instrumented assessments.脑性瘫痪儿童的双手运动:仪器评估的系统评价。
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A Clinically Significant Difference on the COPM: A Review.
COPM 的临床意义差异:综述。
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Hand-Arm Bimanual Intensive Training in Virtual Reality: A Feasibility Study.虚拟现实中的手部 - 手臂双手强化训练:一项可行性研究。
Pediatr Phys Ther. 2023 Jan 1;35(1):85-91. doi: 10.1097/PEP.0000000000000975. Epub 2022 Dec 2.
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Reliability and agreement of the Nine Hole Peg Test in patients with unilateral spastic cerebral palsy.九柱戏测试在单侧痉挛性脑瘫患者中的可靠性和一致性。
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Measurement properties of the box and block test in children with unilateral cerebral palsy.单侧脑瘫儿童箱式和木块测试的测量性能。
Sci Rep. 2021 Oct 25;11(1):20955. doi: 10.1038/s41598-021-00379-3.
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Integration of Motor Learning Principles Into Virtual Reality Interventions for Individuals With Cerebral Palsy: Systematic Review.将运动学习原则融入针对脑瘫患者的虚拟现实干预措施:系统评价
JMIR Serious Games. 2021 Apr 7;9(2):e23822. doi: 10.2196/23822.
10
Constraint Induced Movement Therapy Camp for Children with Hemiplegic Cerebral Palsy Augmented by Use of an Exoskeleton to Play Games in Virtual Reality.强制性诱导运动疗法夏令营为偏瘫型脑瘫儿童而设,借助外骨骼在虚拟现实中玩游戏以增强疗效。
Phys Occup Ther Pediatr. 2021;41(2):150-165. doi: 10.1080/01942638.2020.1812790. Epub 2020 Sep 7.