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一种结合肌电模式识别、虚拟现实和严肃游戏的中风患者上肢康复新干预措施:一项定性研究。

A novel intervention for upper limb rehabilitation in people with stroke combining myoelectric pattern recognition, virtual reality, and serious gaming: a qualitative study.

作者信息

Munoz-Novoa Maria, Andersson Cecilia, Sunnerhagen Katharina S, Alt Murphy Margit

机构信息

Department of Clinical Neuroscience, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Gothenburg, Sweden.

Department of Occupational Therapy and Physiotherapy, Sahlgrenska University Hospital, Gothenburg, Sweden.

出版信息

Disabil Rehabil. 2024 Dec 3:1-8. doi: 10.1080/09638288.2024.2434643.

DOI:10.1080/09638288.2024.2434643
PMID:39625112
Abstract

PURPOSE

To explore the perceptions and experiences of people with stroke participating in a novel upper limb intervention, combining myoelectric pattern recognition (MPR), virtual reality (VR), and serious gaming.

MATERIAL AND METHODS

Six individuals with chronic stroke and moderate to severe upper limb impairment were interviewed after 18 training sessions delivered over 6 weeks (total average practice time of 21 h). The semi-structured interviews were transcribed and analyzed with qualitative content analysis.

RESULTS

The overarching theme that emerged from the interviews, "Many factors come into play to make it work," included three categories: "The Player - training was rewarding and demanding at the same time," "The Program - a fun way to exercise, but there is more to it," and "The Supporter - a partner hard to replace."

CONCLUSION

Participants perceived the training as motivating, valuable, and different from their previous rehabilitations. Increased use and awareness of their arm and hand in daily life activities were described as positive. Synchronization between the real and virtual arms, game difficulty level, user interface, electrode placement, and potential independent home use were described as challenges. These findings offer valuable insights for future development and implementation of MPR-driven technologies in stroke rehabilitation.

摘要

目的

探讨参与一项结合肌电模式识别(MPR)、虚拟现实(VR)和严肃游戏的新型上肢干预的中风患者的认知和体验。

材料与方法

对6名患有慢性中风且上肢中度至重度受损的患者进行了访谈,这些患者在6周内接受了18次训练课程(总平均练习时间为21小时)。对这些半结构化访谈进行了转录,并采用定性内容分析法进行分析。

结果

访谈中出现的总体主题“诸多因素共同作用才能使其发挥作用”包括三个类别:“参与者——训练既有益又有要求”、“项目——一种有趣的锻炼方式,但不止于此”以及“支持者——难以替代的伙伴”。

结论

参与者认为该训练具有激励性、有价值,且与他们之前的康复训练不同。他们表示在日常生活活动中更多地使用和意识到自己的手臂和手是积极的。真实手臂与虚拟手臂之间的同步、游戏难度级别、用户界面、电极放置以及潜在的独立家庭使用被描述为挑战。这些发现为未来MPR驱动技术在中风康复中的开发和应用提供了有价值的见解。

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引用本文的文献

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Myoelectric pattern recognition with virtual reality and serious gaming improves upper limb function in chronic stroke: a single case experimental design study.虚拟现实和严肃游戏结合的肌电模式识别可改善慢性卒中患者的上肢功能:一项单病例实验设计研究
J Neuroeng Rehabil. 2025 Jan 17;22(1):6. doi: 10.1186/s12984-025-01541-y.