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中风患者对基于沉浸式虚拟现实的上肢康复运动系统的认知:问卷调查与访谈研究

Perceptions of Patients With Stroke Regarding an Immersive Virtual Reality-Based Exercise System for Upper Limb Rehabilitation: Questionnaire and Interview Study.

作者信息

Chen Jiayin, Or Calvin Kalun, Li Zhixian, Yeung Eric Hiu Kwong, Chen Tianrong

机构信息

Department of Ergonomics and Healthcare, College of Furniture and Industrial Design, Nanjing Forestry University, Nanjing, China.

Department of Data and Systems Engineering, University of Hong Kong, Hong Kong, China (Hong Kong).

出版信息

JMIR Serious Games. 2025 Jan 1;13:e49847. doi: 10.2196/49847.

Abstract

BACKGROUND

With substantial resources allocated to develop virtual reality (VR)-based rehabilitation exercise programs for poststroke motor rehabilitation, it is important to understand how patients with stroke perceive these technology-driven approaches, as their perceptions can determine acceptance and adherence.

OBJECTIVE

This study aimed to examine the perceptions of patients with stroke regarding an immersive VR-based exercise system developed to deliver shoulder, elbow, forearm, wrist, and reaching exercises.

METHODS

A questionnaire was used to assess the perceptions of 21 inpatients who had experienced stroke (mean time from stroke onset: 37.2, SD 25.9 days; Brunnstrom stage of stroke recovery for the arm: 3-5) regarding the perceived usefulness of, ease of use of, attitude toward, intrinsic motivation for, and intention to use the exercise system. The measurement items were rated on a 7-point Likert scale ranging from 1 (very strongly disagree) to 7 (very strongly agree), with higher values indicating more positive perceptions. Descriptive statistics were used to summarize the responses. Moreover, we conducted semistructured interviews that were audio recorded, transcribed, and subjected to content analysis to identify thematic patterns.

RESULTS

The questionnaire results revealed that the patients' perceptions of the exercise system were positive (mean ratings >6). The content analysis revealed 6 positive themes from 73 statements about the exercise system: ease of use, usefulness, enjoyment, motivation, accessibility, and game design. Conversely, 15 statements reflected negative perceptions, which were clustered into 3 themes: difficulty in handling VR devices, uncomfortable experiences when using VR devices, and monotony.

CONCLUSIONS

Integrating VR technology into poststroke functional exercises holds significant promise based on patient interests. However, patient preferences and adaptability must be considered to promote the technology's success. VR-guided exercises should be user-friendly, health-promoting, engaging, and well-designed. Furthermore, addressing challenges, such as bulkiness, motion sickness, discomfort, and exercise monotony, is crucial for the widespread adoption and diffusion of this technology.

摘要

背景

大量资源被用于开发基于虚拟现实(VR)的中风后运动康复锻炼项目,了解中风患者如何看待这些技术驱动的方法很重要,因为他们的看法会决定接受度和依从性。

目的

本研究旨在调查中风患者对为进行肩部、肘部、前臂、手腕及伸展运动而开发的沉浸式VR锻炼系统的看法。

方法

采用问卷调查评估21名中风住院患者(中风发作的平均时间:37.2天,标准差25.9天;手臂中风恢复的Brunnstrom阶段:3-5期)对该锻炼系统的有用性、易用性、态度、内在动机及使用意愿的看法。测量项目采用7点李克特量表评分,从1分(非常强烈不同意)到7分(非常强烈同意),分数越高表明看法越积极。使用描述性统计来总结回答。此外,我们进行了半结构化访谈,进行录音、转录并进行内容分析以识别主题模式。

结果

问卷调查结果显示患者对锻炼系统的看法是积极的(平均评分>6)。内容分析从73条关于锻炼系统的陈述中揭示了6个积极主题:易用性、有用性、趣味性、动机、可及性和游戏设计。相反,15条陈述反映了负面看法,这些看法归为3个主题:VR设备操作困难、使用VR设备时的不适体验以及单调乏味。

结论

基于患者兴趣,将VR技术整合到中风后功能锻炼中有很大前景。然而,必须考虑患者的偏好和适应性以促进该技术的成功。VR引导的锻炼应该用户友好、促进健康、引人入胜且设计良好。此外,解决诸如笨重、晕动病、不适和锻炼单调等挑战对于该技术的广泛采用和传播至关重要。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a4a1/11736226/a8e336b6e6c0/games_v13i1e49847_fig1.jpg

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