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虚拟现实增强康复用于改善创伤后肌肉骨骼功能及恢复。

Virtual reality-enhanced rehabilitation for improving musculoskeletal function and recovery after trauma.

作者信息

Paladugu Phani, Kumar Rahul, Ong Joshua, Waisberg Ethan, Sporn Kyle

机构信息

Sidney Kimmel Medical College, Thomas Jefferson University, 1025 Walnut Street, Philadelphia, PA, 19107, USA.

Harvard Medical School, Brigham and Women's Hospital, 75 Francis Street, Boston, MA, 02115, USA.

出版信息

J Orthop Surg Res. 2025 Apr 23;20(1):404. doi: 10.1186/s13018-025-05705-3.

DOI:10.1186/s13018-025-05705-3
PMID:40269873
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC12016257/
Abstract

Orthopedic trauma remains a critical challenge in modern healthcare, often resulting in severe mobility limitations, acute pain, and delayed recovery. Conventional rehabilitation techniques, though effective, fail to address the individualized, high-precision interventions needed for musculoskeletal injuries like fractures, joint instability, ligament tears, and muscular atrophy. Virtual reality (VR) technologies, such as Apple Vision Pro and HTC Vive Pro, offer a transformative approach by enhancing diagnostic precision, rehabilitation effectiveness, and patient engagement through interactive, immersive environments that improve clinical outcomes. These VR technologies provide real-time biomechanical data, such as joint mechanics, muscle coordination, and movement patterns, allowing clinicians to design personalized rehabilitation programs. These technologies can thus facilitate neuromuscular re-education, improve muscle proprioception, and enhance muscle coordination. Studies have shown that VR-based rehabilitation advances functional recovery, improves pain management, and reduces psychological barriers associated with immobility. VR also facilitates telemedicine, increasing accessibility for patients with geographic or mobility issues. However, while VR may provide biomechanical data, it is important to note that they fall short in accurate motion tracking, particularly in fine motor control tasks. This scoping review follows PRISMA guidelines to explore the potential of VR in orthopedic rehabilitation, analyzing its diagnostic capabilities, personalized interventions, and real-time feedback systems. Despite this, barriers remain, including regulatory challenges, limitations in haptic feedback, high cost, and patient compliance. By presenting a balanced perspective on the landscape of VR in orthopedic care, this paper emphasizes the need for rigorous clinical validation, regulatory advancements, and interdisciplinary collaboration. Ultimately, VR offers the potential to significantly improve recovery outcomes, enhance patient engagement, and streamline rehabilitation protocols, but its successful integration into clinical practice must be approached with both optimism and caution.

摘要

骨科创伤仍然是现代医疗保健中的一项严峻挑战,常常导致严重的行动受限、急性疼痛和恢复延迟。传统的康复技术虽然有效,但无法满足骨折、关节不稳定、韧带撕裂和肌肉萎缩等肌肉骨骼损伤所需的个性化、高精度干预。虚拟现实(VR)技术,如苹果Vision Pro和HTC Vive Pro,通过交互式、沉浸式环境提高临床效果,从而增强诊断精度、康复效果和患者参与度,提供了一种变革性方法。这些VR技术提供实时生物力学数据,如关节力学、肌肉协调和运动模式,使临床医生能够设计个性化的康复计划。因此,这些技术可以促进神经肌肉再教育,改善肌肉本体感觉,并增强肌肉协调。研究表明,基于VR的康复可促进功能恢复,改善疼痛管理,并减少与行动不便相关的心理障碍。VR还促进了远程医疗,提高了有地理或行动问题患者的可及性。然而,虽然VR可能提供生物力学数据,但需要注意的是,它们在精确运动跟踪方面存在不足,尤其是在精细运动控制任务中。本综述遵循PRISMA指南,探讨VR在骨科康复中的潜力,分析其诊断能力、个性化干预和实时反馈系统。尽管如此,障碍仍然存在,包括监管挑战、触觉反馈的局限性、高成本和患者依从性。通过对VR在骨科护理领域的情况进行平衡的阐述,本文强调了严格临床验证、监管进步和跨学科合作的必要性。最终,VR有潜力显著改善康复结果,增强患者参与度,并简化康复方案,但其成功融入临床实践必须既乐观又谨慎地对待。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/ffd9a2ba7b97/13018_2025_5705_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/ef538c20a2a6/13018_2025_5705_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/3c296c72499d/13018_2025_5705_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/4f386984b619/13018_2025_5705_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/ffd9a2ba7b97/13018_2025_5705_Fig4_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/ef538c20a2a6/13018_2025_5705_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/3c296c72499d/13018_2025_5705_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/4f386984b619/13018_2025_5705_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3f0a/12016257/ffd9a2ba7b97/13018_2025_5705_Fig4_HTML.jpg

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Using a virtual reality game to train biofeedback-based regulation under stress conditions.使用虚拟现实游戏在压力条件下训练基于生物反馈的调节。
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