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2011 International Conference on Virtual Rehabilitation最新文献

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Is use of the Nintendo Wii Fit in physiotherapy as effective as conventional physiotherapy training for hospitalised older adults? 对于住院的老年人,在物理治疗中使用任天堂Wii Fit是否与传统的物理治疗训练一样有效?
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971819
M. Crotty, K. Laver, Steve Quinn, J. Ratcliffe, Stacey George, C. Whitehead, Owen Davies
While there has been wide uptake of the Nintendo Wii Fit as a therapy tool in hospital and aged care settings there is a lack of evidence regarding the effectiveness and safety of this approach when used with older people. This pilot study compared the effect of a physiotherapist providing activities from the Wii Fit with conventional therapy on mobility, activities of daily living and safety. The study used a randomized controlled design with masked outcome assessment. A total of 44 participants were recruited from a Geriatric Evaluation and Management (GEM) Unit and randomized to either therapy using the Wii Fit (n=22) or conventional physiotherapy (n=22). Therapy sessions were 25 minutes per workday for the duration of the participant's stay on the unit. Assessment measures were taken at baseline, post intervention (on discharge from the unit) and one month after discharge. The primary outcome used was the Timed Up and Go Test and additional measures included balance and activities of daily living function. Adverse events were recorded. Preliminary analyses of results showed that both groups improved however there was a small significant difference between groups on balance and the Timed Up and Go Test with the Wii Fit appearing to be a more effective approach to balance and mobility training in hospitalized older people.
虽然任天堂Wii Fit作为医院和老年护理机构的治疗工具已被广泛采用,但缺乏证据表明这种方法在老年人中使用的有效性和安全性。这项初步研究比较了物理治疗师提供Wii Fit活动与传统治疗在移动性、日常生活活动和安全性方面的效果。本研究采用随机对照设计,结果评估不明确。共有44名参与者从老年评估和管理(GEM)部门招募,并随机分配使用Wii Fit (n=22)或传统物理治疗(n=22)。在参与者住院期间,每个工作日的治疗时间为25分钟。在基线、干预后(出院时)和出院后一个月采取评估措施。使用的主要结果是Timed Up and Go测试,其他测量包括平衡和日常生活功能的活动。记录不良事件。初步分析结果表明,两组都有所改善,但两组之间在平衡方面有微小的显著差异,Wii Fit的Timed Up and Go测试似乎是一种更有效的方法,用于住院老年人的平衡和活动训练。
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引用次数: 18
Neurorehabilitation of poststroke cognitive impairments with the use of computed programs 脑卒中后认知障碍的神经康复与计算机程序的应用
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971851
S. Prokopenko, E. Mozheyko, T. D. Koryagina, M. Petrova, D. Kaskaeva, T. Chernykh, É. M. Arakchaa
The purpose of the present research was the estimation of efficiency of new methods of neurorehabilitation of impairments of cognitive functions with the use of computer programs of correction. Twenty six post-stroke patients aged 57–69, (male - 12, female - 14) were examined and treated. In addition to usual restorative treatment all patients received a course of neuropsychological computer programs training within 14 days, 25–35 min of duration. Tasks included training of attention with use of the computed programs on the basis of Schulte's test, the task for training visual storing with a set of pictures and symbols, the switching test, correction optical and spatial gnosis with test of narrative images and the test of «arrangements of hands of the clock» with possibility of a feedback. Initial level cognitive impairments and results of restoration were estimated with the use of Mini Mental State Examination, Frontal Assessment Battery, the Clock Drawing Test, the Montreal Cognitive Assessment, Schulte's test. The first experience of inclusion of the computed programs of correction of cognitive impairments in schemes of neurorehabilitation has shown good effect concerning clinical displays, and concerning Patient Global Impression Scale. Although the results are encouraging, further studies are required with larger samples and longer follow-up to identify characteristics of those patients who are most likely to benefit from computed training of cognitive functions.
本研究的目的是评估使用计算机矫正程序对认知功能障碍进行神经康复的新方法的有效性。对脑卒中后患者26例(男12岁,女14岁)进行检查和治疗。除常规恢复性治疗外,所有患者均在14天内接受神经心理学计算机程序训练,持续时间为25-35分钟。任务包括在舒尔特测试的基础上使用计算程序训练注意力,用一组图片和符号训练视觉存储的任务,切换测试,用叙事图像测试校正光学和空间判断,以及“时钟指针的排列”测试,并提供反馈的可能性。使用迷你精神状态检查、正面评估测试、时钟绘制测试、蒙特利尔认知评估、舒尔特测试来评估初始水平的认知损伤和恢复结果。在神经康复方案中纳入认知障碍矫正的计算机程序的第一次经验在临床表现和患者整体印象量表方面显示出良好的效果。虽然结果令人鼓舞,但需要进一步的研究,以更大的样本和更长时间的随访,以确定那些最有可能从认知功能计算训练中受益的患者的特征。
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引用次数: 4
The effect of social gaming in virtual reality based rehabilitation of stroke patients 社交游戏在脑卒中患者虚拟现实康复中的作用
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971809
Belén Rubio Ballester, S. Bermúdez i Badia, P. Verschure
Therapy for motor recovery in stroke patients is strongly related to motivation and social factors [1, 2]. In this study, we evaluate the effects of social interaction in stroke rehabilitation.
脑卒中患者的运动恢复治疗与动机和社会因素密切相关[1,2]。在本研究中,我们评估社会互动在脑卒中康复中的作用。
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引用次数: 4
Virtual reality enhanced balance training for service members with amputations 虚拟现实增强了截肢军人的平衡训练
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971822
V. Everding, Sarah E Kruger
Virtual applications developed for balance training in the Computer Assisted Rehabilitation Environment (CAREN) require subjects to perform dynamic weight shifts. This retrospective case study examines the use of the CAREN as an adjunct to conventional therapy for three service members with upper and/or lower extremity amputations. All three patients showed improved performance over several weeks of CAREN training, and the combined data can be characterized with a power curve fit (y = 291.91x−0.165; R2 = 0.836). These results support the need for more extensive studies on the effectiveness of CAREN balance training for those with amputations.
在计算机辅助康复环境(CAREN)中为平衡训练开发的虚拟应用程序要求受试者执行动态重量转移。本回顾性案例研究考察了三名上肢和/或下肢截肢的军人使用CAREN作为常规治疗的辅助手段。所有三名患者在几周的CAREN训练后均表现出改善的表现,合并后的数据可以用功率曲线拟合(y = 291.91x−0.165;R2 = 0.836)。这些结果支持了对截肢患者进行CAREN平衡训练的有效性进行更广泛研究的必要性。
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引用次数: 6
Energy demands of individuals post-stroke during interactive video gaming 互动视频游戏中中风后个体的能量需求
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971836
M. Kafri, M. Myslinski, J. Deutsch
Off-the-shelf interactive video games are used in the rehabilitation of individuals post-stroke. However, the potential benefits of using the games for aerobic training have not been tested. The purpose of this preliminary study was to determine feasibility of measuring energy expenditure during interactive video gaming by individuals post-stroke and to characterize the energy demands of specific games. We used indirect calorimetry to measure energy expenditure of one healthy and two post-stroke individuals under four conditions: rest, Wii Fit™ Long Run, Penguin, and Wii Sports™ Boxing. We found that measuring interactive video gaming of people post-stroke was feasible and required mild to moderate exercise activity.
现成的互动视频游戏被用于中风后个人的康复。然而,使用这些游戏进行有氧训练的潜在好处还没有经过测试。这项初步研究的目的是确定测量中风后个人在互动视频游戏期间能量消耗的可行性,并表征特定游戏的能量需求。我们使用间接量热法测量了一名健康人和两名中风后个体在四种条件下的能量消耗:休息、Wii Fit™长跑、企鹅和Wii Sports™拳击。我们发现,测量中风后人们的互动视频游戏是可行的,需要轻度到中度的运动活动。
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引用次数: 0
Exploring the synergies of a hybrid BCI - VR neurorehabilitation system 探索脑机接口-虚拟现实混合神经康复系统的协同作用
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971813
S. Bermúdez i Badia, Hani Samaha, A. G. Morgade, P. Verschure
Stroke is one of the leading causes of adult disability with a high economical and societal cost. In the last years, novel rehabilitation paradigms have been proposed to make use of the life-long plasticity of the brain to regain motor function. We have developed a hybrid BCI-VR system that explores the idea of combining a personalized motor training in a VR environment - exploiting brain mechanisms for action execution and observation - and a neuro-feedback paradigm - using mental imagery - as a way to engage secondary or indirect pathways to access undamaged cortico-spinal tracks. Here we present the development and validation experiments of the system. The EEG data on 9 naïve healthy subjects shows that a simultaneous motor action and motor imagery paradigm is more effective in engaging cortical motor networks to a larger extend. In addition, we have tested and validated a motor imagery driven BCI-VR version of our system with 9 additional healthy subjects. The results show that users are capable of controlling a virtual avatar in a motor training task that dynamically adjusts its difficulty to the capabilities of the user. User self-report questionnaires indicate enjoyment and acceptance of the proposed system.
中风是导致成人残疾的主要原因之一,具有很高的经济和社会成本。在过去的几年里,新的康复范式被提出,利用大脑的终身可塑性来恢复运动功能。我们开发了一种BCI-VR混合系统,该系统探索了将VR环境中的个性化运动训练(利用大脑机制执行和观察动作)和神经反馈范式(使用心理图像)相结合的想法,作为一种利用次级或间接途径访问未受损皮质-脊髓轨道的方式。本文给出了系统的开发和验证实验。9例naïve健康受试者的脑电图数据表明,同时运动动作和运动意象范式在更大范围内更有效地参与皮层运动网络。此外,我们还在另外9名健康受试者身上测试并验证了我们系统的运动图像驱动BCI-VR版本。结果表明,用户能够在运动训练任务中控制虚拟化身,并根据用户的能力动态调整其难度。用户自我报告问卷表明,他们喜欢和接受拟议的系统。
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引用次数: 14
Arm motor rehabilitation in chronic stroke: Effects of two training environments 慢性脑卒中手臂运动康复:两种训练环境的影响
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971858
Sandeep K Subramanian, C. Lourenço, H. Sveistrup, M. Levin
The effects of training in a 3D virtual environment (VE) as compared to a similar physical environment (PE) were compared in 32 subjects (n=16 per group) with chronic post-stroke hemiparesis. The PE group improved elbow extension as measured by the elbow subscale of the Reaching Performance Scale. The VE group had increased range of shoulder horizontal adduction and decreased range of trunk rotation after training. Results suggest that both environments are useful tools for upper limb motor rehabilitation post-stroke.
在32名慢性中风后偏瘫患者(每组16人)中,比较了3D虚拟环境(VE)与相似物理环境(PE)训练的效果。通过达到性能量表的肘关节亚量表测量,PE组改善了肘关节伸展。VE组训练后肩部水平内收范围增大,躯干旋转范围减小。结果表明,这两种环境都是卒中后上肢运动康复的有效工具。
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引用次数: 3
Ubi-REHAB: An android-based portable Augmented Reality stroke rehabilitation system using the eGlove for multiple participants Ubi-REHAB:一个基于机器人的便携式增强现实中风康复系统,使用eGlove为多名参与者
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971818
Younggeun Choi
We present a novel ubiquitous rehabilitation system (Ubi-REHAB) based on Augmented Reality (AR) technology, which is designed to enhance the recovery of upper extremity functions in patients with stroke. We designed Ubi-REHAB system not only to provide affordable, portable rehabilitation method but also to optimize the efficacy of stroke rehabilitation. A novel design of data glove (eGlove) for stroke rehabilitation is introduced to engage stroke patients in realistic AR environment of a mobile phone. Multiple patients can practice a rehabilitation game collaboratively by sharing the hand motion data captured by the eGlove. The novel architecture of Ubi-REHAB system can provide rehabilitation practices for stroke patients at any place. The daily living activities of the patients can be recorded at any time so that medical professionals can analyze the data to figure out what kind of living activities might enhance the rehabilitation.
我们提出了一种基于增强现实(AR)技术的新型无处不在的康复系统(Ubi-REHAB),旨在增强中风患者上肢功能的恢复。我们设计Ubi-REHAB系统不仅是为了提供负担得起的便携康复方法,也是为了优化脑卒中康复的疗效。介绍了一种新颖的脑卒中康复数据手套(eGlove)设计,使脑卒中患者在手机逼真的AR环境中参与其中。通过共享eGlove捕获的手部运动数据,多名患者可以协作练习康复游戏。Ubi-REHAB系统架构新颖,可在任何地点为脑卒中患者提供康复治疗。可以随时记录患者的日常生活活动,以便医务人员分析数据,找出什么样的生活活动可以促进康复。
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引用次数: 23
Effectiveness of executive functions training within a virtual supermarket for adults with Traumatic Brain Injury 虚拟超市中对创伤性脑损伤成人执行功能训练的有效性
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971834
Michel Jacoby, S. Averbuch, Yaron Sachar, P. Weiss, N. Katz, R. Kizony
Impairments of executive functions (EF) significantly affect the ability to lead an independent lifestyle. Virtual environments (VEs) offer a way to rehabilitate EF due to their ecological validity. The purpose of this study was to examine the effectiveness of a virtual supermarket (VMall) for treatment of EF in patients with TBI, compared to conventional occupational therapy (OT). Twelve men and women, aged 19–55 years, who had TBI resulting in EF impairments participated in this randomized control trial. Outcome measures were the Multiple Errands Test - Simplified Version (MET-SV) and the Executive Function Performance Test (EFPT). Experimental group participants received 10 treatment 45-min sessions in the VMall, and control group participants received 10 cognitive therapy sessions without VR. Treatment in both groups was based on the cognitive retraining model. Baseline performance prior to intervention showed no statistically significant between group differences. Most of the participants improved their performance on the outcome measures after therapy. The VR group demonstrated more improvement than the control group; for some measures the improvement was statistically significant - % relative change of the MET-SV total score (z=−1.76; p=.046) and EFPT total score (z=−1.76; p=.047). The results suggest an advantage to VR therapy compared to cognitive retraining OT without VR, as it leads to greater improvement in the performance of complex everyday activities.
执行功能障碍(EF)显著影响独立生活方式的能力。虚拟环境以其生态有效性为生态环境的恢复提供了一种途径。本研究的目的是检验虚拟超市(VMall)治疗创伤性脑损伤患者EF的有效性,并与传统的职业疗法(OT)进行比较。12名年龄19-55岁的TBI患者参加了这项随机对照试验。结果测量是多重任务测试-简化版本(MET-SV)和执行功能性能测试(EFPT)。实验组参与者在VMall中接受10次45分钟的治疗,对照组参与者接受10次不进行VR的认知治疗。两组的治疗均基于认知再训练模型。干预前的基线表现在组间无统计学差异。大多数参与者在治疗后改善了他们在结果测量上的表现。VR组比对照组有更大的改善;对于某些措施,改善具有统计学意义- MET-SV总分的相对变化% (z= - 1.76;p= 0.046)和EFPT总分(z= - 1.76;p = .047)。结果表明,与没有VR的认知再训练OT相比,VR治疗具有优势,因为它可以更大程度地改善复杂日常活动的表现。
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引用次数: 7
Virtual rehabilitation of upper-limb function in traumatic brain injury: A mixed-approach evaluation of the Elements system 创伤性脑损伤上肢功能的虚拟康复:Elements系统的混合方法评估
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971868
P. Wilson, Nick Mumford, J. Duckworth, P. Thomas, D. Shum, Gavin Williams
The aim of this study was to assess the efficacy of the Elements virtual reality (VR) system for rehabilitation of upper-limb function in patients with traumatic brain injury (TBI). A mixed-approach design was used. Performance was evaluated at three time points using a within-group design: Preintervention 1 and 2, conducted 4 weeks apart, and Postintervention. Subjective ratings were provided after patients completed exploratory tasks. The intervention consisted of 12 1-hour training sessions over 4 weeks in addition to conventional physical therapy. Nine patients aged 18–48 years with severe TBI were recruited. The Elements system is comprised of a 40-inch tabletop LCD, camera tracking system, tangible user interfaces (i.e., graspable objects), and software. The system provided two modes of interaction with augmented feedback: goal-directed and exploratory. Upper-limb performance was assessed using system-rated measures (movement speed, accuracy, & efficiency), and standardised tests. Planned comparisons revealed little change in performance over the pretest period apart from an increase in movement speed. Significant training effects, with large effect sizes were shown on most measures. Subjective data revealed high levels of presence (inc. user involvement/control) and user satisfaction for the exploratory tasks. These findings support an earlier case study evaluation of the Elements system, further demonstrating that VR training is a viable adjunct in movement rehabilitation of TBI.
本研究的目的是评估Elements虚拟现实(VR)系统对创伤性脑损伤(TBI)患者上肢功能康复的疗效。采用混合方法设计。使用组内设计在三个时间点评估表现:干预前1和2,间隔4周,干预后。在患者完成探索性任务后提供主观评分。除了常规的物理治疗外,干预包括12次1小时的训练,持续4周。我们招募了9名年龄在18-48岁的严重TBI患者。Elements系统由一个40英寸的桌面LCD、摄像头跟踪系统、有形的用户界面(即可抓取的对象)和软件组成。该系统提供了两种带有增强反馈的交互模式:目标导向模式和探索性模式。采用系统评定方法(运动速度、准确性和效率)和标准化测试评估上肢表现。有计划的对比显示,除了移动速度的提高外,测试前的表现几乎没有变化。显著的训练效果,在大多数测量中显示出较大的效应量。主观数据显示了高水平的存在(包括用户参与/控制)和用户对探索性任务的满意度。这些发现支持了早期对Elements系统的案例研究评估,进一步证明VR训练是脑外伤运动康复的可行辅助手段。
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引用次数: 3
期刊
2011 International Conference on Virtual Rehabilitation
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