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Personalized Predictions for Changes in Knee Pain Among Patients With Osteoarthritis Participating in Supervised Exercise and Education: Prognostic Model Study. 参与监督运动和教育的骨关节炎患者膝关节疼痛变化的个性化预测:预后模型研究。
Q2 Medicine Pub Date : 2025-03-21 DOI: 10.2196/60162
Mahdie Rafiei, Supratim Das, Mohammad Bakhtiari, Ewa Maria Roos, Søren T Skou, Dorte T Grønne, Jan Baumbach, Linda Baumbach

Background: Knee osteoarthritis (OA) is a common chronic condition that impairs mobility and diminishes quality of life. Despite the proven benefits of exercise therapy and patient education in managing OA pain and functional limitations, these strategies are often underused. To motivate and enhance patient engagement, personalized outcome prediction models can be used. However, the accuracy of existing models in predicting changes in knee pain outcomes remains insufficiently examined.

Objective: This study aims to validate existing models and introduce a concise personalized model predicting changes in knee pain from before to after participating in a supervised patient education and exercise therapy program (GLA:D) among patients with knee OA.

Methods: Our prediction models leverage self-reported patient information and functional measures. To refine the number of variables, we evaluated the variable importance and applied clinical reasoning. We trained random forest regression models and compared the rate of true predictions of our models with those using average values. In supplementary analyses, we additionally considered recently added variables to the GLA:D registry.

Results: We evaluated the performance of a full, continuous, and concise model including all 34 variables, all 11 continuous variables, and the 6 most predictive variables, respectively. All three models performed similarly and were comparable to the existing model, with R2 values of 0.31-0.32 and root-mean-squared errors of 18.65-18.85-despite our increased sample size. Allowing a deviation of 15 (visual analog scale) points from the true change in pain, our concise model correctly estimated the change in pain in 58% of cases, while using average values that resulted in 51% accuracy. Our supplementary analysis led to similar outcomes.

Conclusions: Our concise personalized prediction model provides more often accurate predictions for changes in knee pain after the GLA:D program than using average pain improvement values. Neither the increase in sample size nor the inclusion of additional variables improved previous models. Based on current knowledge and available data, no better predictions are possible. Guidance is needed on when a model's performance is good enough for clinical practice use.

背景:膝关节骨关节炎(OA)是一种常见的慢性疾病,它会损害活动能力并降低生活质量。尽管运动疗法和患者教育在管理OA疼痛和功能限制方面已被证实有好处,但这些策略往往未得到充分利用。为了激励和提高患者的参与度,可以使用个性化的结果预测模型。然而,现有模型在预测膝关节疼痛结果变化方面的准确性仍然没有得到充分的检验。目的:本研究旨在验证现有模型,并引入一种简洁的个性化模型,预测膝关节OA患者参加有监督的患者教育和运动治疗计划(GLA:D)前后膝关节疼痛的变化。方法:我们的预测模型利用自我报告的患者信息和功能测量。为了细化变量的数量,我们评估了变量的重要性并应用临床推理。我们训练随机森林回归模型,并将模型的真实预测率与使用平均值的模型进行比较。在补充分析中,我们还考虑了最近添加到GLA:D注册表中的变量。结果:我们分别评估了包含所有34个变量、所有11个连续变量和6个最具预测性变量的完整、连续和简明模型的性能。尽管我们增加了样本量,但这三种模型的表现相似,与现有模型相当,R2值为0.31-0.32,均方根误差为18.65-18.85。允许15点(视觉模拟量表)偏离疼痛的真实变化,我们的简明模型正确估计了58%的病例的疼痛变化,而使用平均值导致51%的准确率。我们的补充分析得出了类似的结果。结论:我们的简洁个性化预测模型比使用平均疼痛改善值更能准确预测GLA:D方案后膝关节疼痛的变化。无论是样本量的增加,还是额外变量的加入,都不能改善以前的模型。根据目前的知识和现有数据,没有比这更好的预测了。当一个模型的性能足以用于临床实践时,需要指导。
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引用次数: 0
Development of a Mobile App Game for Practicing Lung Exercises: Feasibility Study. 肺运动手机应用游戏的开发:可行性研究
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.

背景:胸部损伤是导致死亡和残疾的主要原因,占住院人数的10%和伤害相关死亡的25%。大约三分之二的胸部损伤患者会出现胸膜腔内有血液或空气等并发症,导致肺部收缩和气体交换不良。适当的呼吸管理,使用激励性肺活量计等工具,可以改善肺功能和恢复。然而,为肺部运动设计的手机游戏应用程序存在空白,这可能对普通人群和从肺损伤中康复的患者都有益。目的:本研究旨在开发和评估一款用于练习肺部运动的移动应用游戏,并附带一个名为Pulmo设备的原型设备。方法:从普通公众中抽取110人作为研究样本。它遵循了包括4个步骤的研究和开发方法。研究工具包括一个移动应用游戏,一个肺运动设备原型,以及评估用户满意度和应用程序和设备可行性的问卷。结果:研究结果显示,参与者对移动应用游戏和原型肺运动装置都表现出很高的总体满意度(平均值4.4,标准差0.4)。对手机应用游戏的可行性以及与游戏相连的肺运动装置原型进行了评估。结果表明,样本组认为总体可行性处于较高水平(平均值4.4,标准差0.5)。结论:研究结果表明,样本组认为本项目开发的肺功练习移动应用游戏和原型设备在通过游戏玩法促进肺部康复方面具有很大的实际应用潜力。手机应用游戏和Pulmo设备原型获得了积极的用户反馈,表明潜在的实际用途;然而,需要在需要肺部康复的患者中进一步验证。
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引用次数: 0
Speech and Language Therapists' Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey. 语音和语言治疗师对虚拟现实作为自闭症临床工具的看法:横断面调查。
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
背景:持续的社交技能困难是自闭症诊断标准的一部分,过去需要言语和语言治疗(SLT)管理。然而,许多言语和语言治疗师正在转向神经肯定疗法,这意味着社交技巧疗法现在变得多余了。研究表明,虚拟现实(VR)干预在自闭症儿童克服挑战和促进技能泛化方面显示出希望;然而,其中大多数侧重于社交技能干预。虽然VR正在成为一种SLT干预手段,但其在自闭症中的应用仍未在临床实践中得到检验。目的:本研究旨在考察言语和语言治疗师对沉浸式VR作为自闭症儿童临床工具的认识和态度,并探讨其在临床实践中的应用有限的原因。方法:于2023年4月3日至2023年6月30日进行基于网络的横断面调查。该调查由23个问题组成,重点关注VR知识、态度以及语音和语言治疗师将VR纳入临床实践所需的支持。传播是通过皇家言语和语言治疗师临床卓越网络学院来招募专门研究自闭症的言语治疗师。结果:分析共包括53份来自横断面调查的回复。大约92% (n=49)的言语和语言治疗师知道VR但没有使用它,1.82% (n=1)的人在自闭症儿童中使用VR。出现了三个关键主题:(1)VR的一般知识混合,这与自闭症的应用有关;(2)对虚拟现实的积极和消极态度,自闭症对虚拟现实的具体考虑不确定;(3)注意到采用VR的障碍,言语和语言治疗师需要改进神经确认的证据基础、指南和培训,才能将VR应用于临床实践。结论:虽然一些言语和语言治疗师认为VR是一种很有前途的自闭症儿童干预工具,但在将其完全融入临床工具包之前,必须解决各种障碍。本研究为未来共同设计、开发和实施VR应用程序作为自闭症儿童的临床工具奠定了基础。本研究首次探讨了虚拟现实在SLT领域,特别是自闭症儿童中应用的临床实施因素。自闭症特定的VR知识贫乏,以及对VR的不同态度,突出了在技术成功整合到SLT临床工具包之前,必须解决特定的障碍。言语和语言治疗师需要雇主的支持、资金、强大的神经确认证据基础,以及将虚拟现实应用于实践的教育和培训。提供了针对自闭症儿童的SLT VR教育和培训计划的建议。
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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. 即将到来的认知运动康复增强现实游戏:以用户为中心的设计方法和健康儿童的用户体验。
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
背景:脑瘫和后天性脑损伤儿童的传统康复计划旨在通过重复练习来增强运动和认知能力,这些练习通常被认为是乏味和消极的。包括增强现实(AR)和虚拟现实在内的扩展现实技术通过游戏提供了更吸引人的方法。然而,到目前为止,还没有AR游戏在导航任务中同时整合认知和运动方面。开发这些游戏需要严格的方法论步骤,特别是在使用AR等新兴技术时。MIDE(多学科迭代设计)框架提倡参与式设计方法,从一开始就让用户参与进来,目标是通过用户体验(UX)评估来优化界面并验证游戏机制。一些研究人员首先在健康儿童身上测试这些机制,然后再将其应用于临床人群。目的:本研究旨在评估我们的AR游戏的用户体验,包括两个游戏(AR Corsi和AR Zoo),在正常发育的儿童中。方法:正常发育的儿童参加两个1.5小时的会议。在每次会话中,他们使用微软HoloLens 2头显玩两款AR游戏中的一款:AR Corsi和AR Zoo,这两款游戏都旨在通过导航功能来提高执行功能和运动技能。每次会议结束后,使用以下方法评估用户体验:可用性的系统可用性量表分数,吸引力和游戏质量的AttrakDiff分数,情感体验的MeCue分数,以及儿童在会议前和会议后的精神和身体疲劳的感知运动等级量表。结果:共有27名参与者(平均年龄11.9岁,SD 1.2岁)被纳入研究。AR Corsi的平均系统可用性量表得分为79.9 (SD 11.4), AR Zoo的平均系统可用性量表得分为76.3 (SD 12.1),表明AR Zoo的可用性较好。AttrakDiff问卷得出了有利的结果,两款AR游戏在整体吸引力、实用质量和刺激方面的得分都在1到3分之间。然而,快乐品质“认同”得分为中性(AR Corsi平均0.6,SD为0.5,AR Zoo平均0.7,SD为0.8)。AR Corsi的MeCue情绪模块平均得分为5.2 (SD 0.7), AR Zoo的MeCue情绪模块平均得分为5.3 (SD 0.8),显著超过理论平均值4 (p)。结论:本研究表明,我们的游戏由两个AR游戏组成,用户友好,深受正常发育儿童的欢迎,激发了积极的情绪和整体吸引力。尽管有些儿童报告了疲劳,但良好的用户体验评价证实了游戏内容和机制的有效性,表明它适合脑瘫和后发性脑损伤儿童使用。
{"title":"Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children.","authors":"Maxime Balloufaud, Arnaud Boujut, Romain Marie, Aurélie Guinaldo, Laurent Fourcade, Julia Hamonet-Torny, Anaick Perrochon","doi":"10.2196/69205","DOIUrl":"10.2196/69205","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aims to evaluate the UX of our AR exergames, consisting of two games (AR Corsi and AR Zoo), in typically developing children.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;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&lt;.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.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;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","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"12 ","pages":"e69205"},"PeriodicalIF":0.0,"publicationDate":"2025-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11888016/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143459945","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
Evaluation of a Game-Based Mechatronic Device for Rehabilitation of Hand-Arm Function in Children With Cerebral Palsy: Feasibility Randomized Controlled Trial. 基于游戏的机电设备对脑瘫儿童手臂功能康复的评估:可行性随机对照试验。
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

Background: 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.

Objective: This study aimed to provide evidence for the feasibility and therapeutic value of the RMD game-based exercise program for children with CP.

Methods: 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.

Results: 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.

Conclusions: This study demonstrates the feasibility, acceptability, and positive outcomes of the RMD game-based exercise program for improving hand function in childre

背景:患有神经发育障碍的儿童,如脑瘫(CP),经常经历手部灵巧的运动障碍,这阻碍了日常任务和社会互动。传统的康复方法需要重复的任务练习,由于参与度低,儿童很难坚持。基于游戏的康复设备和机器人通过将治疗与数字游戏相结合,提高动机和依从性,提供了一个很有前途的选择。然而,许多系统无法结合实际的物体操作,这对于通过感官反馈进行运动学习至关重要。为了解决这一限制,开发了一种低成本,易于使用的机器人操纵装置(RMD)。RMD可以在游戏过程中进行实时对象操作,同时提供辅助力量,允许练习大范围的手动灵巧技能。目的:探讨以RMD游戏为基础的运动训练方案对小儿脑瘫的可行性及治疗价值。方法:将34名4 ~ 10岁的小儿脑瘫随机分为实验组(XG)和对照组(CG)。XG组接受基于电脑游戏的锻炼程序,使用RMD,专注于物体操作任务,而CG组接受类似于约束诱发运动疗法的特定任务训练。两组患者均接受相应的治疗方案,每周3次,持续8周。对父母和孩子进行了半结构化访谈,并进行了定性分析,以评估他们在锻炼计划中的经历。采用以下结果测量:(1)皮博迪发展运动量表-2 (PDMS-2)抓取和视觉运动整合子测试和(2)基于电脑游戏的上肢(CUE)手灵巧性评估。结果:在为期8周的计划中没有出现退学现象。结论:本研究证明了以RMD游戏为基础的运动项目对改善CP儿童手功能的可行性、可接受性和积极结果。研究结果支持了电脑游戏辅助康复技术的进一步研究和发展。试验注册:Clinical Trials Registry - India CTRI/2021/07/034903;https://ctri.nic.in/Clinicaltrials/pmaindet2.php?EncHid=NTc4ODU。
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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.

背景:一种名为VestAid的低成本家庭锻炼系统已被开发出来,以帮助参与者在诊所访问之外进行前庭眼反射注视稳定练习。该系统为参与者提供了一个基于平板电脑的应用程序,为物理治疗师提供了一个基于网络的门户网站,该门户网站提供数据,以便对运动的准确性和表现做出判断。目的:本研究的目的是评估VestAid在10名参与者(平均年龄45岁[SD 19]岁;6名女性)有各种前庭诊断。方法:所有受试者在坐姿下完成12项30秒水平前庭-眼反射练习(6项“简单”和6项“困难”练习)。这些练习因背景颜色、图案和动作的不同而有所不同。其中一个练习被重复进行,以评估在练习过程中凝视稳定性、准确性和头部运动依从性测量的重测可靠性。参与者对练习的难度进行评分(0-10,0=简单,10=困难),并完成可用性调查。结果:参与者完成了VestAid疗程,没有出现不良事件。可用性调查的反馈证明了VestAid的可接受性。“简单”练习的平均评分为2.7/10 (SD 1.9)。参与者对“困难”练习的平均评分为4.8/10 (SD 2.1)。结论:参与者的平均评分与运动分类(“容易”和“困难”)的一致性表明VestAid具有临床实用性。
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引用次数: 0
Effectiveness of a New Device for Hand, Wrist, and Forearm Rehabilitation: Feasibility Randomized Controlled Trial. 一种用于手、腕和前臂康复的新装置的有效性:可行性随机对照试验。
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.

背景:前臂、手腕和手部损伤影响许多个体,并对卫生保健系统造成重大的经济负担。FEPSim(屈曲、伸展、旋前和旋后)是为手部和手腕康复设计的。它可以成为上肢康复标准护理的一部分,旨在改善治疗活动中的运动范围,灵活性和力量。然而,FEPSim尚未在卫生保健环境中进行测试,这突出表明需要进行试验以评估其在上肢康复中的有效性。目的:我们的目的是评估进行一项决定性试验的可行性,研究将一种新的手部治疗练习设备FEPSim添加到手部、手腕和前臂损伤患者的标准护理中的有效性。方法:将38例上肢远端损伤患者随机分为干预组(FEPSim和标准治疗组,n=19)和对照组(标准治疗组,n=19)。干预组的治疗手治疗师使用FEPSim设备进行治疗活动,以增加力量、运动范围、阻力和灵活性。结果测量包括手腕被动和主动活动范围、握力、捏握力和患者评定的手腕评估。结果:试验保留率(36/38,95%)及依从性(对照组:100%;干预组:89%)。组间基线变化比较显示,63.2%(12/19)的结果变量有利于FEPSim,被动腕关节屈度(t34=-0.335, P= 0.008)和握力(t34=-1.841, P= 0.04)的改善具有统计学意义。结论:2家医院的治疗师和患者接受FEPSim作为标准治疗的一部分。采用FEPSim装置进行手部干预的试验设计是可行的。FEPSim对握力有积极影响,握力是衡量手功能的客观指标。
{"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
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JMIR Rehabilitation and Assistive Technologies
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