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Development of a Mobile App Game for Practicing Lung Exercises: Feasibility Study.
Q2 Medicine Pub Date : 2025-03-04 DOI: 10.2196/63512
Chatkhane Pearkao, Korakot Apiratwarakul, Lerkiat Wicharit, Wiphawadee Potisopha, Arunnee Jaitieng, Sukuman Homvisetvongsa, Puthachad Namwaing, Peerapon Pudtuan

Background: Chest injuries are a leading cause of death and disability, accounting for 10% of hospital admissions and 25% of injury-related deaths. About two-thirds of patients with thoracic injuries experience complications such as blood or air in the pleural space, causing lung deflation and poor gas exchange. Proper breathing management, using tools like incentive spirometers, improves lung function and recovery. However, there is a gap in mobile-based gaming apps designed for lung exercise, which could benefit both the general population and patients recovering from lung injuries.

Objective: This research aimed to develop and evaluate a mobile app game for practicing lung exercises, accompanied by a prototype device called the Pulmo device.

Methods: The study involved a sample group of 110 participants from the general public. It followed a research and development methodology comprising 4 steps. The research instruments included a mobile app game, a prototype lung exercise device, and questionnaires to assess users' satisfaction and the feasibility of both the app and the device.

Results: The findings revealed that the participants demonstrated a high level of overall satisfaction with both the mobile app game and the prototype lung exercise device (mean 4.4, SD 0.4). The feasibility for the mobile app game and the prototype lung exercise device connected to the game was evaluated. The results indicated that the sample group perceived the overall feasibility to be at a high level (mean 4.4, SD 0.5).

Conclusions: The research results reflected that the sample group believed the mobile app game for practicing lung exercises and the prototype device developed in this project have a high potential for practical application in promoting lung rehabilitation through gameplay. The mobile app game and the Pulmo device prototype received positive user feedback, indicating potential practical use; however, further validation is required among patients in need of pulmonary rehabilitation.

{"title":"Development of a Mobile App Game for Practicing Lung Exercises: Feasibility Study.","authors":"Chatkhane Pearkao, Korakot Apiratwarakul, Lerkiat Wicharit, Wiphawadee Potisopha, Arunnee Jaitieng, Sukuman Homvisetvongsa, Puthachad Namwaing, Peerapon Pudtuan","doi":"10.2196/63512","DOIUrl":"10.2196/63512","url":null,"abstract":"<p><strong>Background: </strong>Chest injuries are a leading cause of death and disability, accounting for 10% of hospital admissions and 25% of injury-related deaths. About two-thirds of patients with thoracic injuries experience complications such as blood or air in the pleural space, causing lung deflation and poor gas exchange. Proper breathing management, using tools like incentive spirometers, improves lung function and recovery. However, there is a gap in mobile-based gaming apps designed for lung exercise, which could benefit both the general population and patients recovering from lung injuries.</p><p><strong>Objective: </strong>This research aimed to develop and evaluate a mobile app game for practicing lung exercises, accompanied by a prototype device called the Pulmo device.</p><p><strong>Methods: </strong>The study involved a sample group of 110 participants from the general public. It followed a research and development methodology comprising 4 steps. The research instruments included a mobile app game, a prototype lung exercise device, and questionnaires to assess users' satisfaction and the feasibility of both the app and the device.</p><p><strong>Results: </strong>The findings revealed that the participants demonstrated a high level of overall satisfaction with both the mobile app game and the prototype lung exercise device (mean 4.4, SD 0.4). The feasibility for the mobile app game and the prototype lung exercise device connected to the game was evaluated. The results indicated that the sample group perceived the overall feasibility to be at a high level (mean 4.4, SD 0.5).</p><p><strong>Conclusions: </strong>The research results reflected that the sample group believed the mobile app game for practicing lung exercises and the prototype device developed in this project have a high potential for practical application in promoting lung rehabilitation through gameplay. The mobile app game and the Pulmo device prototype received positive user feedback, indicating potential practical use; however, further validation is required among patients in need of pulmonary rehabilitation.</p>","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"12 ","pages":"e63512"},"PeriodicalIF":0.0,"publicationDate":"2025-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11895720/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143543706","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Speech and Language Therapists' Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey.
Q2 Medicine Pub Date : 2025-02-27 DOI: 10.2196/63235
Jodie Mills, Orla Duffy
<p><strong>Background: </strong>Persistent difficulties with social skills form part of the diagnostic criteria for autism and in the past have required speech and language therapy (SLT) management. However, many speech and language therapists are moving toward neuro-affirmative practices, meaning that social skills approaches are now becoming redundant. Research demonstrates that virtual reality (VR) interventions have shown promise in overcoming challenges and promoting skill generalization for autistic children; however, the majority of these focus on social skills interventions. While VR is emerging as an SLT intervention, its application for autism remains unexamined in clinical practice.</p><p><strong>Objective: </strong>This research aimed to examine speech and language therapists' knowledge and attitudes toward immersive VR as a clinical tool for autistic children and explore the reasons for its limited integration into clinical practice.</p><p><strong>Methods: </strong>A web-based cross-sectional survey was available from April 3, 2023 to June 30, 2023. The survey, consisting of 23 questions, focused on VR knowledge, attitudes, and the support required by speech and language therapists to incorporate VR into clinical practice. Dissemination occurred through the Royal College of Speech and Language Therapists Clinical Excellence Networks to recruit speech therapists specializing in autism.</p><p><strong>Results: </strong>Analysis included a total of 53 responses from the cross-sectional survey. Approximately 92% (n=49) of speech and language therapists were aware of VR but had not used it, and 1.82% (n=1) had used VR with autistic children. Three key themes that emerged were (1) mixed general knowledge of VR, which was poor in relation to applications for autism; (2) positive and negative attitudes toward VR, with uncertainty about autism specific considerations for VR; and (3) barriers to adoption were noted and speech and language therapists required an improved neuro-affirming evidence base, guidelines, and training to adopt VR into clinical practice.</p><p><strong>Conclusions: </strong>While some speech and language therapists perceive VR as a promising intervention tool for autistic children, various barriers must be addressed before its full integration into the clinical toolkit. This study establishes a foundation for future co-design, development, and implementation of VR applications as clinical tools for autistic children., This study is the first to explore clinical implementation factors for the use of VR in SLT field, specifically with autistic children. Poor autism-specific VR knowledge, and mixed attitudes toward VR, highlight that specific barriers must be addressed before the technology can successfully integrate into the SLT clinical toolkit., Speech and language therapists require support from employers, funding, a robust neuro-affirming evidence base, and education and training to adopt VR into practice. Recommendation
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引用次数: 0
Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children.
Q2 Medicine Pub Date : 2025-02-19 DOI: 10.2196/69205
Maxime Balloufaud, Arnaud Boujut, Romain Marie, Aurélie Guinaldo, Laurent Fourcade, Julia Hamonet-Torny, Anaick Perrochon
<p><strong>Background: </strong>Traditional rehabilitation programs for children with cerebral palsy and acquired brain injuries aim to enhance motor and cognitive abilities through repetitive exercises, which are often perceived as tedious and demotivating. Extended reality technologies, including augmented reality (AR) and virtual reality, offer more engaging methods through exergames. However, to date, no AR exergames simultaneously integrate cognitive and motor aspects within navigational tasks. Developing these exergames necessitates rigorous methodological steps, especially when using emerging technologies such as AR. The MIDE (Multidisciplinary Iterative Design of Exergames) framework advocates a participatory design approach, involving users from the outset, the objective being to optimize the interface and validate game mechanics through user experience (UX) assessment. Some researchers initially test these mechanisms on healthy children before applying them to clinical populations.</p><p><strong>Objective: </strong>This study aims to evaluate the UX of our AR exergames, consisting of two games (AR Corsi and AR Zoo), in typically developing children.</p><p><strong>Methods: </strong>Typically developing children participated in two 1.5-hour sessions. During each session, they played one of two AR games using the Microsoft HoloLens 2 headset: AR Corsi and AR Zoo, both of which are designed to engage executive functions and motor skills through navigational capabilities. UX was assessed after each session using the following measures: System Usability Scale scores for usability, AttrakDiff for attractiveness and game quality, MeCue for emotional experience, and Rating scale of Perceived Exertion for Children for pre- and postsession mental and physical fatigue.</p><p><strong>Results: </strong>A total of 27 participants (mean age 11.9, SD 1.2 years) were included in the study. Mean System Usability Scale scores were 79.9 (SD 11.4) for AR Corsi and 76.3 (SD 12.1) for AR Zoo, indicating good usability. The AttrakDiff questionnaire yielded favorable results, with scores between 1 and 3 for overall attractiveness, pragmatic quality, and stimulation for both AR games. However, the hedonic quality "identity" received neutral scores (mean 0.6, SD 0.5 for AR Corsi and mean 0.7, SD 0.8 for AR Zoo). The MeCue emotions module yielded average scores of 5.2 (SD 0.7) for AR Corsi and 5.3 (SD 0.8) for AR Zoo, significantly exceeding the theoretical mean of 4 (P<.001). We observed a significant effect of physical fatigue (P=.02) and mental fatigue (P=.002) after exposure to both games. A comparative analysis of UX between the two games showed no significant differences.</p><p><strong>Conclusions: </strong>This study demonstrates that our exergame, comprising two AR games, is user-friendly and well-received by typically developing children, eliciting positive emotions and overall appeal. Although some children reported fatigue, favorable UX evaluation confir
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引用次数: 0
Evaluation of a Game-Based Mechatronic Device for Rehabilitation of Hand-Arm Function in Children With Cerebral Palsy: Feasibility Randomized Controlled Trial.
Q2 Medicine Pub Date : 2025-02-18 DOI: 10.2196/65358
Mrudula Kanakapura Peramalaiah, Sanjay Tejraj Parmar, Nariman Sepehri, Saman Muthukumarana, Anuprita Kanitkar, Cherry Kit-Fong Hin, Tony Joseph Szturm
<p><strong>Background: </strong>Children with neurodevelopmental disorders, such as cerebral palsy (CP), often experience motor impairments in manual dexterity, which hinder daily tasks and social interactions. Traditional rehabilitation methods require repetitive task practice, which can be difficult for children to sustain due to low engagement. Game-based rehabilitation devices and robots offer a promising alternative by combining therapy with digital play, improving motivation and compliance. However, many systems fail to incorporate actual object manipulation, which is essential for motor learning through sensory feedback. To address this limitation, a low-cost, easy-to-use robotic manipulandum device (RMD) was developed. The RMD enables real-time object manipulation during gameplay while providing assistive force, allowing the practice of a wide range of manual dexterity skills beyond gross reaching. This system offers an engaging and effective rehabilitation approach to enhance hand function in children with CP.</p><p><strong>Objective: </strong>This study aimed to provide evidence for the feasibility and therapeutic value of the RMD game-based exercise program for children with CP.</p><p><strong>Methods: </strong>In total, 34 children with CP, aged 4 to 10 years, were randomly assigned to the experimental group (XG) or the control group (CG). The XG received a computer game-based exercise program using the RMD, focusing on object manipulation tasks, while the CG received task-specific training similar to constraint-induced movement therapy. Both groups received their respective therapy programs 3 times per week for 8 weeks. Semistructured interviews with parents and children, along with qualitative analysis, were conducted to evaluate their experiences with the exercise program. The following outcome measures were used: (1) the Peabody Developmental Motor Scale-2 (PDMS-2) grasping and visual-motor integration subtests and (2) the computer game-based upper extremity (CUE) assessment of manual dexterity.</p><p><strong>Results: </strong>No dropouts occurred during the 8-week program. Both groups showed significant improvements in the PDMS-2 subtests (P<.001) and the CUE assessment of manual dexterity, including success rates (tennis ball: P=.001; cone: P<.001; medicine ball: P=.001; and peanut ball: P<.001) and movement errors (tennis ball: P=.01; cone: P<.001; medicine ball: P=.04; and peanut ball: P<.001). The XG outperformed the CG, showing greater improvements in PDMS-2 grasping (P=.002) and visual-motor integration (P=.01). In the CUE assessment, the XG demonstrated higher success rates (medicine ball: P=.001 and peanut ball: P=.02) and fewer movement errors (cone: P<.001). Parents reported an increase in the children's independence in daily tasks.</p><p><strong>Conclusions: </strong>This study demonstrates the feasibility, acceptability, and positive outcomes of the RMD game-based exercise program for improving hand function in childre
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引用次数: 0
A Tablet-Based Technology for Objective Exercise Monitoring in Vestibular Rehabilitation: Mixed Methods Study. 基于平板电脑的前庭康复客观运动监测技术:混合方法研究。
Q2 Medicine Pub Date : 2025-02-04 DOI: 10.2196/58713
Brooke N Klatt, Pedram Hovareshti, Lisa S Holt, Pamela M Dunlap, Chad Zalkin, Devendra Tolani, Susan L Whitney

Background: A low-cost home exercise system called VestAid has been developed to assist participants during vestibulo-ocular reflex gaze stabilization exercises outside of clinic visits. The system includes a tablet-based app for the participant and a web-based portal for the physical therapist that provides data to make judgments about exercise accuracy and performance.

Objective: The purpose of this study was to assess the feasibility and acceptability of VestAid in a pilot study of 10 participants (mean age 45 [SD 19] years; 6 women) with various vestibular diagnoses.

Methods: All participants completed twelve 30-second horizontal vestibulo-ocular reflex exercises in a seated position (6 "easy" and 6 "hard" exercises). The exercises differed by variations in the background color, pattern, and movement. One of the exercises was repeated to assess the test-retest reliability of the measure of gaze stability accuracy and head motion compliance during the exercise. Participants rated the difficulty of the exercises (0-10 where 0=easy, 10=difficult) and completed usability surveys.

Results: Participants completed the VestAid session without adverse events. The responses from the usability survey demonstrate the acceptability of VestAid. The mean rating of the "easy" exercises was 2.7/10 (SD 1.9). The mean rating for the "difficult" exercises across participants was 4.8/10 (SD 2.1).

Conclusions: The consistency of the mean ratings of the participants with the exercise classifications ("easy" and "difficult") suggests that VestAid has clinical utility.

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引用次数: 0
Effectiveness of a New Device for Hand, Wrist, and Forearm Rehabilitation: Feasibility Randomized Controlled Trial.
Q2 Medicine Pub Date : 2025-01-27 DOI: 10.2196/62809
Adriana M Ríos Rincón, Christine Guptill, Yilina Liubaoerjijin, Mathieu Figeys, Farnaz Koubasi, Geoffrey Gregson, Antonio Miguel Cruz

Background: Forearm, wrist, and hand impairments affect many individuals and impose a significant economic burden on health care systems. The FEPSim (flexion, extension, pronation, and supination) is designed for hand and wrist rehabilitation. It could become part of the standard care for upper extremity rehabilitation, aiming to improve range of motion, dexterity, and strength during therapeutic activities. However, the FEPSim has not yet been tested in a health care setting, highlighting the need for a trial to assess its effectiveness in upper extremity rehabilitation.

Objective: We aim to assess the feasibility of conducting a definitive trial investigating the effectiveness of adding a new device for hand therapy exercises, the FEPSim, to standard care for patients with impairments of the hand, wrist, and forearm.

Methods: Thirty-eight patients with impairments of distal upper extremities were randomly assigned either to the intervention group (FEPSim and standard care, n=19) or to the control group (standard care, n=19). Therapeutic activities to increase strength, range of motion, resistance, and dexterity were delivered by treating hand therapists using the FEPSim device for the intervention group. Outcome measures included wrist passive and active range of motion, grip strength, pinch grip force, and the Patient-Rated Wrist Evaluation.

Results: The trial retention rate (36/38, 95%) and compliance (control group: 100%; intervention group: 89%) were high. The comparisons of the change-from-baseline between groups revealed that in 63.2% (12/19) of the outcome variables, the change was in favor of the FEPSim, with statistically significant improvements in passive wrist flexion (t34=-0.335, P=.008) and grip strength (t34=-1.841, P=.04).

Conclusions: The FEPSim was accepted as part of standard care by therapists and patients at 2 hospitals. The trial design was feasible for hand intervention using the FEPSim device. The FEPSim positively affected grip strength, an objective measure of hand functioning.

{"title":"Effectiveness of a New Device for Hand, Wrist, and Forearm Rehabilitation: Feasibility Randomized Controlled Trial.","authors":"Adriana M Ríos Rincón, Christine Guptill, Yilina Liubaoerjijin, Mathieu Figeys, Farnaz Koubasi, Geoffrey Gregson, Antonio Miguel Cruz","doi":"10.2196/62809","DOIUrl":"10.2196/62809","url":null,"abstract":"<p><strong>Background: </strong>Forearm, wrist, and hand impairments affect many individuals and impose a significant economic burden on health care systems. The FEPSim (flexion, extension, pronation, and supination) is designed for hand and wrist rehabilitation. It could become part of the standard care for upper extremity rehabilitation, aiming to improve range of motion, dexterity, and strength during therapeutic activities. However, the FEPSim has not yet been tested in a health care setting, highlighting the need for a trial to assess its effectiveness in upper extremity rehabilitation.</p><p><strong>Objective: </strong>We aim to assess the feasibility of conducting a definitive trial investigating the effectiveness of adding a new device for hand therapy exercises, the FEPSim, to standard care for patients with impairments of the hand, wrist, and forearm.</p><p><strong>Methods: </strong>Thirty-eight patients with impairments of distal upper extremities were randomly assigned either to the intervention group (FEPSim and standard care, n=19) or to the control group (standard care, n=19). Therapeutic activities to increase strength, range of motion, resistance, and dexterity were delivered by treating hand therapists using the FEPSim device for the intervention group. Outcome measures included wrist passive and active range of motion, grip strength, pinch grip force, and the Patient-Rated Wrist Evaluation.</p><p><strong>Results: </strong>The trial retention rate (36/38, 95%) and compliance (control group: 100%; intervention group: 89%) were high. The comparisons of the change-from-baseline between groups revealed that in 63.2% (12/19) of the outcome variables, the change was in favor of the FEPSim, with statistically significant improvements in passive wrist flexion (t34=-0.335, P=.008) and grip strength (t34=-1.841, P=.04).</p><p><strong>Conclusions: </strong>The FEPSim was accepted as part of standard care by therapists and patients at 2 hospitals. The trial design was feasible for hand intervention using the FEPSim device. The FEPSim positively affected grip strength, an objective measure of hand functioning.</p>","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"12 ","pages":"e62809"},"PeriodicalIF":0.0,"publicationDate":"2025-01-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11789689/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143060833","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Multiparametric MRI Assessment of Morpho-Functional Muscle Changes Following a 6-Month FES-Cycling Training Program: Pilot Study in People With a Complete Spinal Cord Injury. 6个月fes循环训练后肌肉形态功能变化的多参数MRI评估:完全性脊髓损伤患者的初步研究
Q2 Medicine Pub Date : 2025-01-16 DOI: 10.2196/64825
Alfonso Mastropietro, Denis Peruzzo, Maria Giovanna Taccogna, Nicole Sanna, Nicola Casali, Roberta Nossa, Emilia Biffi, Emilia Ambrosini, Alessandra Pedrocchi, Giovanna Rizzo

Background: Spinal cord injuries (SCIs) cause debilitating secondary conditions such as severe muscle deterioration, cardiovascular, and metabolic dysfunctions, significantly impacting patients' quality of life. Functional electrical stimulation (FES) combined with cycling exercise (FES-cycling) has shown promise in improving muscle function and health in individuals with SCI.

Objective: This pilot study aimed to investigate the potential role of multiparametric magnetic resonance imaging (MRI) to assess muscle health during and after an FES-cycling rehabilitation program.

Methods: Four male participants with chronic SCI underwent a 6-month FES-cycling training program, consisting of two 30-minute sessions per week. MRI scans were performed at baseline (T0), after 3 months (T1), at the end of the training (T2), and 1-month posttraining (T3). The MRI protocol included T1-weighted imaging for volume quantification, Dixon imaging for fat fraction, multi-echo spin echo for T2 relaxation times, and diffusion tensor imaging to assess diffusion parameters.

Results: Muscle hypertrophy was observed, with an average increase in muscle volume of 22.3% at T1 and 36.7% at T2 compared with baseline. One month posttraining, muscle volume remained 23.2% higher than baseline. Fat fraction decreased from 11.1% at T0 to 9.1% at T2, with a rebound to 10.9% at T3. T2 relaxation times showed a reduction even though this was not consistent among participants. Diffusion tensor imaging parameters revealed subtle changes in muscle tissue microstructure, with a decrease in fractional anisotropy mainly associated to an increase of radial diffusivity.

Conclusions: Although preliminary, this study provides evidence that 6 months of low-intensity FES-bike training can increase muscle volume and decrease fat infiltration in individuals with SCI. The study demonstrates that the use of a multiparametric MRI provides comprehensive insights into both macroscopic and microscopic changes within muscle tissues, supporting its integration into clinical practice for assessing the efficacy of rehabilitation interventions.

背景:脊髓损伤(SCIs)可导致衰弱性继发性疾病,如严重的肌肉退化、心血管和代谢功能障碍,显著影响患者的生活质量。功能性电刺激(FES)联合自行车运动(FES-cycling)在改善脊髓损伤患者的肌肉功能和健康方面显示出前景。目的:本初步研究旨在探讨多参数磁共振成像(MRI)在fes循环康复计划期间和之后评估肌肉健康的潜在作用。方法:四名患有慢性脊髓损伤的男性参与者接受了为期6个月的fes骑行训练计划,包括每周两次30分钟的训练。分别在基线(T0)、3个月后(T1)、训练结束时(T2)和训练后1个月(T3)进行MRI扫描。MRI方案包括t1加权成像用于体积量化,Dixon成像用于脂肪分数,多回声自旋回波用于T2弛豫时间,扩散张量成像用于评估扩散参数。结果:观察到肌肉肥大,与基线相比,T1和T2时肌肉体积平均增加22.3%和36.7%。训练后一个月,肌肉量仍比基线高23.2%。脂肪含量从T0时的11.1%降至T2时的9.1%,T3时反弹至10.9%。T2的松弛时间也有所减少,尽管这在参与者中并不一致。弥散张量成像参数显示肌肉组织微结构发生细微变化,各向异性分数降低主要与径向扩散率增加有关。结论:虽然是初步的,但这项研究提供了证据,证明6个月的低强度FES-bike训练可以增加脊髓损伤患者的肌肉体积,减少脂肪浸润。该研究表明,使用多参数MRI可以全面了解肌肉组织的宏观和微观变化,支持将其整合到临床实践中,以评估康复干预措施的疗效。
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引用次数: 0
User Acceptance of a Home Robotic Assistant for Individuals With Physical Disabilities: Explorative Qualitative Study. 用户接受家庭机器人助理的个人身体残疾:探索性质的研究。
Q2 Medicine Pub Date : 2025-01-13 DOI: 10.2196/63641
Linda Sørensen, Dag Tomas Sagen Johannesen, Helinä Melkas, Hege Mari Johnsen

Background: Health care is shifting toward 5 proactive approaches: personalized, participatory, preventive, predictive, and precision-focused services (P5 medicine). This patient-centered care leverages technologies such as artificial intelligence (AI)-powered robots, which can personalize and enhance services for users with disabilities. These advancements are crucial given the World Health Organization's projection of a global shortage of up to 10 million health care workers by 2030.

Objective: This study aimed to investigate the acceptance of a humanoid assistive robot among users with physical disabilities during (1) AI-powered (using a Wizard of Oz methodology) robotic performance of predefined personalized assistance tasks and (2) operator-controlled robotic performance (simulated distant service).

Methods: An explorative qualitative design was used, involving user testing in a simulated home environment and individual interviews. Directed content analysis was based on the Almere model and the model of domestic social robot acceptance.

Results: Nine participants with physical disabilities aged 27 to 78 years engaged in robot interactions. They shared their perceptions across 7 acceptance concepts: hedonic attitudes, utilitarian attitudes, personal norms, social norms, control beliefs, facilitating conditions, and intention to use. Participants valued the robot's usefulness for practical services but not for personal care. They preferred automation but accepted remote control of the robot for some tasks. Privacy concerns were mixed.

Conclusions: This study highlights the complex interplay of functional expectations, technological readiness, and personal and societal norms affecting the acceptance of physically assistive robots. Participants were generally positive about robotic assistance as it increases independence and lessens the need for human caregivers, although they acknowledged some current shortcomings. They were open to trying more home testing if future robots could perform most tasks autonomously. AI-powered robots offer new possibilities for creating more adaptable and personalized assistive technologies, potentially enhancing their effectiveness and viability for individuals with disabilities.

背景:卫生保健正在向5种积极主动的方法转变:个性化、参与性、预防性、预测性和精准服务(P5医学)。这种以患者为中心的护理利用了人工智能(AI)驱动的机器人等技术,这些技术可以个性化并增强对残疾用户的服务。鉴于世界卫生组织预测到2030年全球将短缺多达1000万卫生保健工作者,这些进展至关重要。目的:本研究旨在调查在(1)人工智能驱动(使用绿野仙踪方法)机器人执行预定义的个性化辅助任务和(2)操作员控制的机器人执行(模拟远程服务)过程中,身体残疾用户对人形辅助机器人的接受程度。方法:采用探索性质的设计,包括在模拟家庭环境中进行用户测试和个人访谈。定向内容分析基于Almere模型和国内社交机器人接受度模型。结果:9名年龄在27 - 78岁之间的身体残疾参与者参与了机器人互动。他们分享了他们对7个接受概念的看法:享乐态度、功利态度、个人规范、社会规范、控制信念、便利条件和使用意图。参与者看重的是机器人在实际服务方面的实用性,而不是个人护理方面。他们更喜欢自动化,但在某些任务中接受机器人的远程控制。对隐私的担忧有好有坏。结论:这项研究强调了功能期望、技术准备、个人和社会规范之间复杂的相互作用,这些因素影响着人们对物理辅助机器人的接受程度。参与者普遍对机器人辅助持积极态度,因为它提高了独立性,减少了对人类护理人员的需求,尽管他们承认目前存在一些不足。如果未来的机器人能够自主完成大部分任务,他们愿意进行更多的家庭测试。人工智能机器人为创造更具适应性和个性化的辅助技术提供了新的可能性,有可能提高它们对残疾人的有效性和可行性。
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引用次数: 0
The MyGuide Web-Based Self-Management Tool for Concussion Rehabilitation: Mixed Methods Cross-Sectional Study. MyGuide基于网络的脑震荡康复自我管理工具:混合方法横断面研究。
Q2 Medicine Pub Date : 2025-01-07 DOI: 10.2196/59181
Alyssa Turcott, Ruthine Kang, Christopher Yao, Colleen O'Melinn, Patricia Mahoney, Susan Barlow, Julia Schmidt

Background: Web-based concussion self-management education programs for adolescents can improve functional outcomes, reduce concussion symptoms, and increase self-efficacy. However, there are a limited number of studies examining the perceptions and acceptance of these programs and the use of these tools in the adult concussion population.

Objective: This study aimed to investigate the perceptions and acceptance of clinicians and adults with concussions using MyGuide Concussion (Vancouver Coastal Health), a web-based concussion self-management tool.

Methods: Using a mixed methods sequential explanatory design, a convenience sample of 8 adults with concussions and 8 clinicians who used MyGuide Concussion over a 2-year period were interviewed, and their responses were analyzed.

Results: Participants reported two key benefits of using the web-based self-management tool: (1) the tool's emphasis on the interconnectedness of physical and psychological symptoms, and (2) the ability to provide reassurance that symptom being experienced were a normal part of the concussion experience. Clinicians described the tool as being useful as a supplementary source of information for clients in addition to clinical sessions and believed the content was useful for increasing clients' independence in managing their own recovery.

Conclusions: Overall, the evaluation of the MyGuide tool is an acceptable and well-perceived tool for adults with concussions who require a basic understanding of concussion recovery, particularly in the early stages of recovery. Future research may include optimizing MyGuide by targeting promotional strategies and addressing other barriers to use.

背景:基于网络的青少年脑震荡自我管理教育项目可以改善功能结局,减少脑震荡症状,提高自我效能感。然而,关于成年脑震荡患者对这些项目的认知和接受程度以及这些工具的使用情况的研究数量有限。目的:本研究旨在调查临床医生和脑震荡患者对MyGuide脑震荡(温哥华海岸健康)的认知和接受程度,这是一个基于网络的脑震荡自我管理工具。方法:采用混合方法序贯解释设计,对8名成人脑震荡患者和8名使用MyGuide脑震荡治疗2年的临床医生进行访谈,并对其反馈进行分析。结果:参与者报告了使用基于网络的自我管理工具的两个主要好处:(1)该工具强调身体和心理症状的相互联系,(2)能够提供保证,即所经历的症状是脑震荡经历的正常部分。临床医生将该工具描述为除了临床会议之外对客户有用的补充信息来源,并认为其内容有助于提高客户在管理自己的康复方面的独立性。结论:总的来说,对于需要对脑震荡恢复有基本了解的成人脑震荡患者,特别是在恢复的早期阶段,MyGuide工具的评估是一种可接受的和容易接受的工具。未来的研究可能包括通过针对促销策略和解决其他使用障碍来优化MyGuide。
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引用次数: 0
Professionals' Perspectives of Smart Stationary Bikes in Rehabilitation: Qualitative Study. 专业人士对智能健身车在康复中的应用:质性研究。
Q2 Medicine Pub Date : 2024-12-31 DOI: 10.2196/64121
Julie Soulard, Dahlia Kairy, Roua Walha, Cyril Duclos, Sylvie Nadeau, Claudine Auger

Background: Stationary bikes are used in numerous rehabilitation settings, with most offering limited functionalities and types of training. Smart technologies, such as artificial intelligence and robotics, bring new possibilities to achieve rehabilitation goals. However, it is important that these technologies meet the needs of users in order to improve their adoption in current practice.

Objective: This study aimed to collect professionals' perspectives on the use of smart stationary bikes in rehabilitation.

Methods: Twelve health professionals (age: mean 43.4, SD 10.1 years) completed an online questionnaire and participated in a semistructured interview regarding their needs and expectations before and after a 30-minute session with a smart bike prototype.

Results: A content analysis was performed with inductive coding. Seven main themes emerged: (1) bike functionalities (cycling assistance, asymmetric resistance, and forward and backward cycling), (2) interface between bike and users (simple, user-friendly, personalized, with written reminders during training), (3) feedback to users (user and performance data), (4) training programs (preprogrammed and personalized, and algorithmic programs), (5) user engagement (telerehabilitation, group sessions, music, and automatic suggestion of training), (6) the bike as a physical device (dimensions, comfort, setup, screen, etc), and (7) business model (various pricing strategies, training for professionals, and after-sales service).

Conclusions: This study provides an interpretive understanding of professionals' perspectives regarding smart stationary bikes and is the first to identify the expectations of health professionals regarding the development of future bikes in rehabilitation.

背景:固定式自行车在许多康复环境中使用,大多数提供有限的功能和类型的训练。人工智能和机器人等智能技术为实现康复目标带来了新的可能性。然而,重要的是这些技术要满足用户的需要,以便在目前的实践中改进它们的采用。目的:本研究旨在收集专业人士对智能固定式自行车在康复中的应用的看法。方法:12名卫生专业人员(平均43.4岁,SD 10.1岁)完成了一份在线问卷,并参与了一项半结构化访谈,内容涉及他们在使用智能自行车原型车30分钟前后的需求和期望。结果:采用归纳编码法进行内容分析。出现了七个主要主题:(1)自行车功能(骑行辅助、非对称阻力、向前和向后骑行),(2)自行车与用户之间的界面(简单、用户友好、个性化、训练过程中有书面提醒),(3)对用户的反馈(用户和性能数据),(4)训练计划(预编程和个性化、算法程序),(5)用户参与(远程康复、小组会议、音乐和自动训练建议),(6)自行车作为物理设备(尺寸、舒适度、设置、屏幕等);(7)商业模式(各种定价策略、专业人员培训、售后服务)。结论:本研究提供了专业人员对智能固定自行车的看法的解释性理解,并首次确定了健康专业人员对未来康复自行车发展的期望。
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JMIR Rehabilitation and Assistive Technologies
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