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Student Journal of Occupational Therapy最新文献

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The Effectiveness of Occupation-based Virtual Reality Intervention on Upper Extremity Functional Improvement in Post-stroke Individuals: A Systematic Review 基于职业的虚拟现实干预对脑卒中后个体上肢功能改善的有效性:系统综述
Pub Date : 2021-12-30 DOI: 10.46409/001.yymx4881
Darcy Bowman, Tiffani Suhm, Anne-Marie Brown, Aubrey Barrett, Hannah Reilley
Purpose: Virtual reality (VR)-based therapy is an emerging practice in the clinical setting and still requires research documenting its efficacy. This review analyzed the effectiveness of VR-based therapy on upper extremity (UE) motor recovery in individuals with chronic stroke by analyzing multiple randomized controlled trials.Methods: Search limits for this review consisted of articles published between January 2010 and January 2020 and available in English. Search keywords were based on language in individual databases (e.g. stroke or cerebrovascular accident, upper extremity, occupational therapy). Articles were limited to include only randomized control trials consisting of adult patients (18+) with UE impairment due to chronic stroke (onset at least 3 months prior) and occupation-based virtual reality intervention.Results: 242 articles were screened; eight met the inclusion criteria. Forms of VR within the reviewed articles included traditional gaming systems, mobile-based game devices, and VR combined with real instrument training. These studies showed improved outcomes following VR training such as improvement of UE function, activity participation, and health-related quality of life.Conclusion: The results of this review suggest that VR-based therapy has efficacy equal to or greater than conventional therapy for improving function in the upper extremity of adult patients with chronic stroke. As supported by research, practitioners may incorporate virtual reality-based therapy into conventional clinical sessions to assist in improving UE function and interactions within different environments and to help enhance overall participation in daily tasks and occupational performance in their clients.
目的:基于虚拟现实(VR)的治疗在临床环境中是一种新兴的实践,仍然需要研究记录其疗效。本综述通过分析多个随机对照试验,分析了基于vr的治疗对慢性脑卒中患者上肢运动恢复的有效性。方法:本综述的检索范围包括2010年1月至2020年1月间发表的英文文献。检索关键词基于个人数据库中的语言(如中风或脑血管事故、上肢、职业治疗)。文章仅限于随机对照试验,包括慢性卒中(至少3个月前发病)导致UE受损的成年患者(18岁以上)和基于职业的虚拟现实干预。结果:共筛选文献242篇;8例符合纳入标准。回顾文章中的VR形式包括传统游戏系统,基于移动的游戏设备以及VR与真实乐器培训相结合。这些研究表明,VR训练后的结果有所改善,如UE功能、活动参与和健康相关生活质量的改善。结论:本综述的结果表明,基于vr的治疗在改善成年慢性脑卒中患者上肢功能方面的疗效等于或大于常规治疗。根据研究支持,从业者可以将基于虚拟现实的治疗纳入传统的临床会议,以帮助改善UE功能和不同环境中的互动,并帮助提高客户对日常任务和职业表现的整体参与。
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引用次数: 0
Fall 2021 2021年秋季
Pub Date : 2021-12-01 DOI: 10.46409/001.xkcq8855
T. Brown
1. [10 marks] Suppose you have a directed graph and a start vertex s. You want to find paths from s to every other vertex. Rather than finding shortest paths (i.e., minimizing the sum of the weights of the edges in a path) you want to minimize the maximum weight of an edge in the path. We call these “max-edge shortest paths.” [For example, you are considering buying an electric car and wondering what battery power is good enough for your needs. The vertices of the directed graph are the charging stations, and the weight of an edge is the distance between the charging stations. To travel from your starting vertex s to some vertex v, you want a route that minimizes the maximum distance between any two consecutive charging stations along the route, since that corresponds to the battery strength you need in order to get from s to v, assuming you charge the battery at the charging stations.]
1. [10分]假设你有一个有向图和一个起始点s,你想找到从s到其他顶点的路径。与其寻找最短路径(即最小化路径中所有边的权重之和),不如最小化路径中每条边的最大权重。我们称之为“最大边最短路径”。“例如,你正在考虑买一辆电动汽车,想知道什么样的电池电量足够满足你的需求。有向图的顶点是充电站,边的权值是充电站之间的距离。从起始点s到某个点v,你需要一条路线,使沿途任意两个连续充电站之间的最大距离最小,因为这对应于从s到v所需的电池电量,假设你在充电站给电池充电。
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引用次数: 0
Summer 2021 2021年夏天
Pub Date : 2021-06-15 DOI: 10.46409/001.ciru3191
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引用次数: 5
A farewell to ears: Hearing the call and answering 与耳朵告别:听到呼唤并做出回应
Pub Date : 2021-03-14 DOI: 10.46409/001.UGIL6158
A. Brown
A semi-humorous autobiographical account of one first-year MSOT student trying to do their part to support the local healthcare community and its clients during the time of COVID-19 and self-quarantine.
这是一部半幽默的自传,讲述了一名MSOT一年级学生在COVID-19和自我隔离期间试图尽自己的一份力量支持当地医疗保健社区及其客户的故事。
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引用次数: 0
Fall 2020, Innaugural Issue 2020年秋季,创刊号
Pub Date : 2020-12-23 DOI: 10.46409/001.yyxi2952
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引用次数: 0
Innovative Movement Strategies for Adolescents with Autism Spectrum Disorder: A Review of Dance and Exergaming Interventions 青少年自闭症谱系障碍的创新运动策略:舞蹈和运动干预的综述
Pub Date : 2020-12-15 DOI: 10.46409//001.zcie4403
Alexandra Garcia, Alison Bode, Sarah Camillone, Asha Rao
Background: Given the types of symptoms present in individuals with autism spectrum disorder (ASD), interventions should address deficits in motor control, social interactions, and emotional intelligence. Alternative interventions, such as exercise video gaming (exergaming) and dance movement therapy, may address these deficits in an engaging, age-appropriate manner, thus meeting the unique needs of adolescents with ASD. Objectives: The purpose of this paper was first, to review the current literature on ASD for innovative movement strategies feasible to address emotional, social, cognitive, and physical outcomes for adolescents ages 11-18; and second, to determine the effectiveness of these interventions. Methods: The databases used were: Pubmed, Cochrane Library, Web of Science, EMBASE, CINAHL, Psycinfo, REHABDATA, Human Kinetics Journal, and PEDro. Search terms included: autism or autism spectrum disorder; and dance, dancing or dance therapy, or exergaming, exergame, video gaming or video game. Selected articles were published in the last 10 years, written in English, and included subjects with ASD who participated in dance or exergaming interventions. After the initial screening of articles with relevant titles and abstracts, we included studies with evidence levels of 1-4. Main results: Five dance therapy intervention studies showed moderate effectiveness for social and emotional outcomes such as empathy skills, emotional regulation, and negative symptoms of ASD. Four exergaming studies had moderate effectiveness for motor and physical outcomes, such as energy expenditure and perceived object control. Implications: Based on the review of dance and exergaming intervention studies, the authors recommend providing the interventions to selected clients depending on individual circumstances. Both dance and exergaming may be cost-effective and feasible in school settings. Future studies should include larger and more diverse samples with rigorous randomization procedures.
背景:考虑到自闭症谱系障碍(ASD)患者的症状类型,干预措施应该针对运动控制、社交互动和情商方面的缺陷。其他干预措施,如运动视频游戏(exergaming)和舞蹈运动疗法,可以以一种吸引人的、适合年龄的方式解决这些缺陷,从而满足自闭症青少年的独特需求。目的:本文的目的是首先回顾目前关于ASD的创新运动策略的文献,这些策略可以解决11-18岁青少年的情感、社会、认知和身体方面的问题;第二,确定这些干预措施的有效性。方法:采用Pubmed、Cochrane Library、Web of Science、EMBASE、CINAHL、Psycinfo、REHABDATA、Human Kinetics Journal、PEDro等数据库。搜索词包括:自闭症或自闭症谱系障碍;还有舞蹈,舞蹈或舞蹈治疗,或练习游戏,练习游戏,电子游戏或电子游戏。选定的文章是在过去10年里发表的,用英语写的,其中包括参加舞蹈或游戏干预的自闭症患者。在对具有相关标题和摘要的文章进行初步筛选后,我们纳入了证据水平为1-4的研究。主要结果:五项舞蹈治疗干预研究显示,舞蹈治疗对共情技能、情绪调节和ASD阴性症状等社会和情感结果有中等效果。四项运动研究对运动和身体结果(如能量消耗和感知物体控制)有中等效果。启示:基于对舞蹈和运动干预研究的回顾,作者建议根据个人情况为选定的客户提供干预措施。在学校环境中,舞蹈和游戏都可能具有成本效益和可行性。未来的研究应包括更大、更多样化的样本,并采用严格的随机化程序。
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引用次数: 0
Demystifying sensory processing to promote effective interprofessional and caregiver collaboration 揭开感觉处理的神秘面纱,促进有效的跨专业和护理人员合作
Pub Date : 2020-09-01 DOI: 10.46409/001.xnen2575
Janis J. Leinfuss, E. O'hara
Research shows collaboration and coaching with caregivers and educators positively impacts growth in occupational performance. Better understanding of this additional role that occupational therapy practitioners play; when working with children with sensory processing challenges, is vital to properly advocate for strategies and resources to help them reach their personal trajectory. This article offers insight into the importance of removing professional jargon to facilitate effective interprofessional collaboration. Specific strategies for making coaching and training sessions for sensory processing content relatable and meaningful to educators and caregivers are also provided.
研究表明,与照顾者和教育工作者的合作和指导对职业表现的增长有积极的影响。更好地理解职业治疗从业者所扮演的额外角色;当与有感官处理挑战的儿童一起工作时,正确地倡导策略和资源来帮助他们达到个人轨迹是至关重要的。本文将深入探讨去除专业术语对于促进有效的跨专业协作的重要性。还提供了使感官处理内容的指导和培训课程与教育者和照顾者相关和有意义的具体策略。
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引用次数: 0
期刊
Student Journal of Occupational Therapy
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