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基于游戏的虚拟现实干预用于功能性假肢使用训练的可行性研究:一项临床前评估。

Feasibility study of a game-based virtual reality intervention for functional prosthesis use training: A preclinical assessment.

作者信息

Mu Jing, Garcia-Rosas Ricardo, Mayer Raphael Maria, Meise Daniel, Lavranos Jim, Graf Mark, Tan Ying, Oetomo Denny, Choong Peter

机构信息

Department of Biomedical Engineering, The University of Melbourne, Melbourne, Australia.

Virtetic Pty Ltd, Melbourne, Australia.

出版信息

Prosthet Orthot Int. 2025 Jan 7;49(4):408-415. doi: 10.1097/PXR.0000000000000390.

Abstract

OBJECTIVE

This paper presents a preclinical feasibility study to investigate the efficacy of a game-based virtual reality (VR) intervention in the functional training of upper-limb prosthesis use.

METHODS

The study compared the skill of 2 able-bodied groups (intervention and control, 5 participants in each group) using a surface electromyography controlled self-experience prosthetic hand and wrist through the Box and Blocks Test (BBT). The Intervention Group followed the game-based VR intervention for 4 weeks and underwent real-life (RL) BBT assessments before and after the intervention using the self-experience prosthesis. The Control Group performed the RL BBT assessments 4 weeks apart with no VR intervention in between. As a follow-on study, the Control Group then underwent the VR intervention for further validation. The VR intervention consisted of 2 games designed to train the control and use of a surface electromyography-controlled prosthetic hand and an assessment (VR BBT). The VR intervention protocol included three 30-minute sessions per week over a period of 4 weeks.

RESULTS

A significantly larger improvement was shown in the BBT scores from the Intervention Group (mean 6.375) compared to the Control Group (1.5). The follow-on study further confirmed the result.

CONCLUSION

The study demonstrated promising outcomes in the use of a game-based VR intervention for training functional prosthesis use, with participants showing significant improvements in prosthesis use skills measured with RL BBT. This motivates further development of VR interventions for prosthesis use training and their validation through clinical trials.

摘要

目的

本文介绍一项临床前可行性研究,以调查基于游戏的虚拟现实(VR)干预在上肢假肢功能训练中的疗效。

方法

该研究通过箱块测试(BBT),比较了两组健全参与者(干预组和对照组,每组5名参与者)使用表面肌电图控制的自我体验假手和手腕的技能。干预组进行了为期4周的基于游戏的VR干预,并在干预前后使用自我体验假肢进行了现实生活(RL)BBT评估。对照组每隔4周进行一次RL BBT评估,其间无VR干预。作为后续研究,对照组随后接受VR干预以进行进一步验证。VR干预包括2个旨在训练表面肌电图控制假手的控制和使用的游戏以及一项评估(VR BBT)。VR干预方案包括在4周内每周进行三次30分钟的课程。

结果

与对照组(1.5)相比,干预组的BBT分数有显著更大的提高(平均6.375)。后续研究进一步证实了该结果。

结论

该研究表明,基于游戏的VR干预在训练功能性假肢使用方面取得了有前景的成果,参与者在通过RL BBT测量的假肢使用技能方面有显著提高。这激发了对用于假肢使用训练的VR干预的进一步开发及其通过临床试验进行验证。

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