首页 > 最新文献

2019 International Conference on Virtual Rehabilitation (ICVR)最新文献

英文 中文
Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients 游戏模式对脑卒中患者多用户严肃游戏参与和社会参与的影响
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994505
Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão
The use of novel technologies for rehabilitation has been intensely researched in the last decades. As technology evolved, it has become usual to exploit virtual reality and serious games as tools for motor and cognitive rehabilitation. However, despite the increasing use of games in rehabilitation, evidence of the impact of their use in multi user settings remains scarce. To our knowledge, there are no comparative studies on stroke patients assessing the specific benefits of Competitive, Cooperative and Collaborative gaming modes for motor rehabilitation. In this study we propose to use a multiplayer motor rehabilitation gaming system, and evaluate the impact that these different game modes can have on patient’s engagement and social involvement, and also to research the influence that different motor and cognitive skill levels can produce in those three different multiplayer settings. To that end, we developed a multiplayer setup – using tangible objects and a large screen interactive table – for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played on the three different multiplayer modes (Competitive, Cooperative and Collaborative). We performed a preliminary study with 11 stroke patients, and results show that behavioral involvement and positive affect is promoted more effectively with the Collaborative mode, specifically with participants with less motor and cognitive difficulties.
在过去的几十年里,人们对康复新技术的使用进行了深入的研究。随着技术的发展,利用虚拟现实和严肃游戏作为运动和认知康复的工具已经变得很常见。然而,尽管在康复中越来越多地使用游戏,但在多用户环境中使用游戏的影响的证据仍然很少。据我们所知,目前还没有对卒中患者评估竞争、合作和协作游戏模式对运动康复的具体益处的比较研究。在本研究中,我们建议使用一个多人运动康复游戏系统,评估这些不同的游戏模式对患者参与和社会参与的影响,并研究在这三种不同的多人游戏设置中,不同的运动和认知技能水平可以产生的影响。为此,我们开发了一个多人游戏装置——使用有形物体和一个大屏幕互动桌——用于上肢康复目的。我们执行了一款游戏,它在保持相同基本机制的同时,可以在三种不同的多人模式(竞争、合作和协作)下玩。我们对11例脑卒中患者进行了初步研究,结果表明协作模式更有效地促进了行为参与和积极情绪,特别是在运动和认知困难较少的参与者中。
{"title":"Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients","authors":"Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão","doi":"10.1109/ICVR46560.2019.8994505","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994505","url":null,"abstract":"The use of novel technologies for rehabilitation has been intensely researched in the last decades. As technology evolved, it has become usual to exploit virtual reality and serious games as tools for motor and cognitive rehabilitation. However, despite the increasing use of games in rehabilitation, evidence of the impact of their use in multi user settings remains scarce. To our knowledge, there are no comparative studies on stroke patients assessing the specific benefits of Competitive, Cooperative and Collaborative gaming modes for motor rehabilitation. In this study we propose to use a multiplayer motor rehabilitation gaming system, and evaluate the impact that these different game modes can have on patient’s engagement and social involvement, and also to research the influence that different motor and cognitive skill levels can produce in those three different multiplayer settings. To that end, we developed a multiplayer setup – using tangible objects and a large screen interactive table – for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played on the three different multiplayer modes (Competitive, Cooperative and Collaborative). We performed a preliminary study with 11 stroke patients, and results show that behavioral involvement and positive affect is promoted more effectively with the Collaborative mode, specifically with participants with less motor and cognitive difficulties.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126662129","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
The Impact of a Hand Training Programme in Chronic Stroke Survivors: A Qualitative Analysis of Participant Perceived Benefits 手部训练计划对慢性中风幸存者的影响:参与者感知益处的定性分析
Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994396
Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson
Stroke is a leading cause of death and disability in Canada. Community-based training programs are a frequently used means of rehabilitation in stroke. Eight participants were recruited (three female) aged between 55 and 82 (M=69.38, SD=9.75), with a length of time post stroke between 5 and 120 months (M=27.67). All participants completed a 6-week hand training program using a novel haptic indirect-feedback hand function device. Individual interviews with the participants were conducted following the completion of the program. A qualitative analysis of individual interviews determined that there are several components of participants’ perceived benefits. These components include a sense of community, companionship, functional improvements, and motivation. This is reflective of past research in the area of community training programs, and the results from this study support this approach.
在加拿大,中风是导致死亡和残疾的主要原因。以社区为基础的培训项目是卒中康复的常用手段。8名参与者(3名女性),年龄在55 - 82岁之间(M=69.38, SD=9.75),卒中后时间长度在5 - 120个月之间(M=27.67)。所有参与者都使用一种新型触觉间接反馈手功能设备完成了为期6周的手部训练计划。在项目结束后,对参与者进行了个别访谈。对个人访谈的定性分析确定了参与者感知利益的几个组成部分。这些组成部分包括社区意识、伙伴关系、功能改进和动机。这反映了过去在社区培训项目领域的研究,本研究的结果支持这种方法。
{"title":"The Impact of a Hand Training Programme in Chronic Stroke Survivors: A Qualitative Analysis of Participant Perceived Benefits","authors":"Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson","doi":"10.1109/icvr46560.2019.8994396","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994396","url":null,"abstract":"Stroke is a leading cause of death and disability in Canada. Community-based training programs are a frequently used means of rehabilitation in stroke. Eight participants were recruited (three female) aged between 55 and 82 (M=69.38, SD=9.75), with a length of time post stroke between 5 and 120 months (M=27.67). All participants completed a 6-week hand training program using a novel haptic indirect-feedback hand function device. Individual interviews with the participants were conducted following the completion of the program. A qualitative analysis of individual interviews determined that there are several components of participants’ perceived benefits. These components include a sense of community, companionship, functional improvements, and motivation. This is reflective of past research in the area of community training programs, and the results from this study support this approach.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132589978","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Is the Downs and Black scale a better tool to appraise the quality of the studies using virtual rehabilitation for post-stroke upper limb rehabilitation? Downs和Black量表是评估中风后上肢虚拟康复研究质量的更好工具吗?
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994724
Sandeep K Subramanian, Sheena M Caramba
We appraised the quality of the Randomized Controlled Trials using virtual reality technology for post-stroke upper limb rehabilitation. We used the Downs and Black scale and PEDRo scales used for study quality appraisal. Correlation analyses revealed that the total scores of the two scales were moderately correlated. When only the items that were similar between two scales were considered, the correlation was high. Preliminary results suggest that the Downs and Black checklist may be a better option to assess quality of studies that use virtual reality technology for post-stroke upper limb rehabilitation.
我们使用虚拟现实技术评估随机对照试验在中风后上肢康复中的质量。我们使用Downs和Black量表和PEDRo量表进行研究质量评估。相关分析显示,两个量表的总分呈中度相关。当只考虑两个量表之间相似的项目时,相关性很高。初步结果表明,Downs和Black检查表可能是评估使用虚拟现实技术进行中风后上肢康复研究质量的更好选择。
{"title":"Is the Downs and Black scale a better tool to appraise the quality of the studies using virtual rehabilitation for post-stroke upper limb rehabilitation?","authors":"Sandeep K Subramanian, Sheena M Caramba","doi":"10.1109/ICVR46560.2019.8994724","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994724","url":null,"abstract":"We appraised the quality of the Randomized Controlled Trials using virtual reality technology for post-stroke upper limb rehabilitation. We used the Downs and Black scale and PEDRo scales used for study quality appraisal. Correlation analyses revealed that the total scores of the two scales were moderately correlated. When only the items that were similar between two scales were considered, the correlation was high. Preliminary results suggest that the Downs and Black checklist may be a better option to assess quality of studies that use virtual reality technology for post-stroke upper limb rehabilitation.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133617345","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
ICVR 2019 Table of Contents ICVR 2019目录
Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994694
{"title":"ICVR 2019 Table of Contents","authors":"","doi":"10.1109/icvr46560.2019.8994694","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994694","url":null,"abstract":"","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130120781","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual Self-Training of a Sensory Substitution Device for Blind Individuals 盲人感官替代装置的虚拟自我训练
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994662
Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi
One of the main bottlenecks to the adoption of Sensory Substitution Devices (SSDs) in everyday life by blind users is the difficulty in learning to interpret their algorithms and the consequent dependency on sighted instructors throughout the learning-process. Here we test the efficacy of a virtual online self-training program we developed for learning the basics of the EyeMusic, a visual-to-auditory SSD. Furthermore, to better understand the properties of self-training we tested the intuitiveness of the device, based on performance after a brief explanation but no exposure, and tested several variations on feedback during self-training.We tested the performance of two groups of sighted participants via pre-post identical exams, with intermediate training lessons. These groups were offered different feedback after experiencing the auditory stimuli – either a visual version of the stimuli or a textual description.After a brief explanation of the EyeMusic algorithm, and before training, participants scored 41±10.6% in the exam, significantly above chance. Self-training led to a highly significant improvement with a 59±12% score in the post-exam. No significant difference was found between the post-exam results of the two different feedback groups.These results demonstrate the possibility to self-train on the basics of a whole-scene visual-to-auditory SSD. Furthermore, visual access to the images during training did not seem to improve the final score, demonstrating the potential efficacy of such self-training method also for blind users.
盲人在日常生活中采用感官替代设备(ssd)的主要瓶颈之一是学习解释其算法的困难,以及在整个学习过程中对视力正常的教师的依赖。在这里,我们测试了我们为学习EyeMusic(一种视觉到听觉的固态硬盘)的基础知识而开发的虚拟在线自我培训计划的效果。此外,为了更好地理解自我训练的特性,我们测试了该设备的直观性,基于在简短解释但没有暴露的情况下的表现,并测试了自我训练期间反馈的几种变化。我们通过前后相同的考试和中间训练课程测试了两组视力正常的参与者的表现。这些小组在经历了听觉刺激后得到了不同的反馈——要么是视觉版本的刺激,要么是文字描述。在对EyeMusic算法进行了简短的解释之后,在训练之前,参与者在考试中的得分为41±10.6%,明显高于随机。自我训练显著提高,考试后得分为59±12%。两个不同反馈组的考试后成绩无显著差异。这些结果证明了在全场景视觉到听觉SSD的基础上进行自我训练的可能性。此外,在训练过程中对图像的视觉访问似乎并没有提高最终分数,这表明这种自我训练方法对盲人用户也有潜在的功效。
{"title":"Virtual Self-Training of a Sensory Substitution Device for Blind Individuals","authors":"Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi","doi":"10.1109/ICVR46560.2019.8994662","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994662","url":null,"abstract":"One of the main bottlenecks to the adoption of Sensory Substitution Devices (SSDs) in everyday life by blind users is the difficulty in learning to interpret their algorithms and the consequent dependency on sighted instructors throughout the learning-process. Here we test the efficacy of a virtual online self-training program we developed for learning the basics of the EyeMusic, a visual-to-auditory SSD. Furthermore, to better understand the properties of self-training we tested the intuitiveness of the device, based on performance after a brief explanation but no exposure, and tested several variations on feedback during self-training.We tested the performance of two groups of sighted participants via pre-post identical exams, with intermediate training lessons. These groups were offered different feedback after experiencing the auditory stimuli – either a visual version of the stimuli or a textual description.After a brief explanation of the EyeMusic algorithm, and before training, participants scored 41±10.6% in the exam, significantly above chance. Self-training led to a highly significant improvement with a 59±12% score in the post-exam. No significant difference was found between the post-exam results of the two different feedback groups.These results demonstrate the possibility to self-train on the basics of a whole-scene visual-to-auditory SSD. Furthermore, visual access to the images during training did not seem to improve the final score, demonstrating the potential efficacy of such self-training method also for blind users.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130893515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Exergaming for stroke rehabilitation: Lessons learned for future implementation strategies 脑卒中康复练习:为未来实施策略吸取的经验教训
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994419
M. Demers, Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael J. Rubino, M. Levin, F. Kaizer, P. Archambault
This study aimed to understand the perspectives of clinicians regarding an exergaming program to supplement stroke rehabilitation care, one year after its implementation. Semi-structured interviews were conducted with occupational and physical therapists who had referred their clients to an exergaming program. Transcribed verbatims were analyzed using inductive content analysis. Individual, organizational and technological factors influencing implementation and sustained use of an exergaming program were identified. The results stressed the need to target the key implementation factors.
本研究旨在了解临床医生对一项运动项目的看法,该项目在实施一年后补充中风康复护理。半结构化访谈是由职业治疗师和物理治疗师进行的,这些治疗师曾将他们的客户推荐给一个运动项目。用归纳内容分析法对抄录的逐字进行分析。确定了影响游戏项目实施和持续使用的个人、组织和技术因素。结果强调需要针对关键的执行因素。
{"title":"Exergaming for stroke rehabilitation: Lessons learned for future implementation strategies","authors":"M. Demers, Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael J. Rubino, M. Levin, F. Kaizer, P. Archambault","doi":"10.1109/ICVR46560.2019.8994419","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994419","url":null,"abstract":"This study aimed to understand the perspectives of clinicians regarding an exergaming program to supplement stroke rehabilitation care, one year after its implementation. Semi-structured interviews were conducted with occupational and physical therapists who had referred their clients to an exergaming program. Transcribed verbatims were analyzed using inductive content analysis. Individual, organizational and technological factors influencing implementation and sustained use of an exergaming program were identified. The results stressed the need to target the key implementation factors.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134380732","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Multimodal Brain-Computer Interface Based on Artificial Intelligence for Rehabilitation of People with Motor Disorders 基于人工智能的多模态脑机接口用于运动障碍患者康复
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994333
K. Sonkin, Yoav Zamir, J. Friedman
This paper describes a work in process of developing a solution for quality of life improvement for people with severe movement deficit after stroke and brain injuries. The solution is a multimodal brain-computer interface system for motor rehabilitation, which performs real-time decoding of brain and body signals using artificial intelligence methods. The project aims to develop a safe, affordable and portable system, which has the potential to become the key technology for neuro-rehabilitation of patients with severe movement disorders.
本文描述了一项正在进行的工作,为中风和脑损伤后严重运动缺陷的人提供改善生活质量的解决方案。解决方案是一个用于运动康复的多模态脑机接口系统,该系统使用人工智能方法对大脑和身体信号进行实时解码。该项目旨在开发一种安全、经济、便携的系统,该系统有可能成为严重运动障碍患者神经康复的关键技术。
{"title":"Multimodal Brain-Computer Interface Based on Artificial Intelligence for Rehabilitation of People with Motor Disorders","authors":"K. Sonkin, Yoav Zamir, J. Friedman","doi":"10.1109/ICVR46560.2019.8994333","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994333","url":null,"abstract":"This paper describes a work in process of developing a solution for quality of life improvement for people with severe movement deficit after stroke and brain injuries. The solution is a multimodal brain-computer interface system for motor rehabilitation, which performs real-time decoding of brain and body signals using artificial intelligence methods. The project aims to develop a safe, affordable and portable system, which has the potential to become the key technology for neuro-rehabilitation of patients with severe movement disorders.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134045277","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Processing words in the real world: A protocol for investigating the dual-task costs of making lexicality judgements while walking in young and older adults 在现实世界中处理单词:研究年轻人和老年人在走路时做出词汇判断的双重任务成本的协议
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994478
N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung
This novel study explores language processing in a real-world context, namely walking in a street. It combines performing lexicality judgments while walking on a self-paced treadmill in a virtual environment that simulates the real world to create a dual-task paradigm to evaluate cognitive-motor interference in older adults and healthy young individuals.
这项新颖的研究探索了现实世界中的语言处理,即走在街上。它结合了在模拟现实世界的虚拟环境中在自定节奏的跑步机上行走时进行词汇判断,创造了一个双任务范式来评估老年人和健康年轻人的认知运动干扰。
{"title":"Processing words in the real world: A protocol for investigating the dual-task costs of making lexicality judgements while walking in young and older adults","authors":"N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung","doi":"10.1109/ICVR46560.2019.8994478","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994478","url":null,"abstract":"This novel study explores language processing in a real-world context, namely walking in a street. It combines performing lexicality judgments while walking on a self-paced treadmill in a virtual environment that simulates the real world to create a dual-task paradigm to evaluate cognitive-motor interference in older adults and healthy young individuals.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116128497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Use of virtual reality in musculoskeletal conditions – Examining the evidence 在肌肉骨骼条件下使用虚拟现实-检验证据
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994562
S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian
We examined the effectiveness of virtual reality (VR) platforms in the rehabilitation of common musculoskeletal conditions such as arthritis, shoulder pain, low back pain, ankle and wrist injuries. A systematic review was conducted using standard methodology. The Downs and Black Questionnaire helped assess study quality. Effect sizes helped quantify intervention effectiveness. Seven studies met the inclusion criteria. The studies described VR interventions in a variety of conditions such as low back pain, ankle sprains, post total knee replacement, carpal tunnel syndrome and shoulder pain. The quality of retrieved studies ranged from poor to good. Effect sizes ranged from 0.15 to 0.9. Despite limited evidence, use of VR in musculoskeletal conditions looks promising.
我们研究了虚拟现实(VR)平台在常见肌肉骨骼疾病(如关节炎、肩痛、腰痛、脚踝和手腕损伤)康复中的有效性。采用标准方法进行系统评价。唐斯和布莱克问卷有助于评估学习质量。效应量有助于量化干预效果。7项研究符合纳入标准。这些研究描述了VR干预在各种情况下的应用,如腰痛、踝关节扭伤、全膝关节置换术后、腕管综合征和肩痛。检索到的研究质量从差到好不等。效应值在0.15到0.9之间。尽管证据有限,但在肌肉骨骼疾病中使用VR看起来很有希望。
{"title":"Use of virtual reality in musculoskeletal conditions – Examining the evidence","authors":"S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian","doi":"10.1109/ICVR46560.2019.8994562","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994562","url":null,"abstract":"We examined the effectiveness of virtual reality (VR) platforms in the rehabilitation of common musculoskeletal conditions such as arthritis, shoulder pain, low back pain, ankle and wrist injuries. A systematic review was conducted using standard methodology. The Downs and Black Questionnaire helped assess study quality. Effect sizes helped quantify intervention effectiveness. Seven studies met the inclusion criteria. The studies described VR interventions in a variety of conditions such as low back pain, ankle sprains, post total knee replacement, carpal tunnel syndrome and shoulder pain. The quality of retrieved studies ranged from poor to good. Effect sizes ranged from 0.15 to 0.9. Despite limited evidence, use of VR in musculoskeletal conditions looks promising.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124910294","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities 玩自定节奏的电子游戏需要消耗同样的能量,但比标准的护理活动更有趣,更省力
Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994646
Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch
The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.
这项研究的目的是确定一款自定节奏的电子游戏是否能在不影响运动对称性的情况下促进高强度训练,同时被认为比类似标准的护理活动更不费力、更有趣。15名中风后慢性期患者(38-72岁)参加了本研究。他们玩了一个自定义的步伐视频游戏(VSTEP)和一个类似的护理标准的步伐活动(SOC)。每项活动收集的数据包括:步进频率和准确性、运动学、运动强度、感知努力和享受。不同条件下的重复次数和运动强度没有显著差异。无侧步长与无侧步长的差异在SOC组显著,在VSTEP组不显著。VSTEP组患肢最大行进高度和行进对称性显著高于SOC组。与SOC相比,VSTEP的感知努力在统计学上显著降低,享受在统计学上显著提高。综上所述,玩自定节奏的电子游戏需要消耗相同的能量,但却比SOC更有趣,促进了运动对称性,并且更省力。
{"title":"Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities","authors":"Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch","doi":"10.1109/ICVR46560.2019.8994646","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994646","url":null,"abstract":"The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130347557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
2019 International Conference on Virtual Rehabilitation (ICVR)
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1