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Investigating a Telerehabilitation Platform Integrated With a Rehabilitation Robot Using Microsoft HoloLens 2 for Upper-Limb Therapy: Pilot Usability Study. 基于Microsoft HoloLens 2的远程康复平台与康复机器人集成用于上肢治疗的可行性研究。
Q2 Medicine Pub Date : 2025-10-22 DOI: 10.2196/75907
Md Mahafuzur Rahaman Khan, Md Ishrak Islam Zarif, Aditya Pillai, Inga Wang, Mohammad H Rahman

Background: Upper-limb impairments following conditions such as stroke and spinal cord injury contribute significantly to long-term disability. Many survivors of stroke face limited access to rehabilitation due to geographical, financial, or scheduling barriers, leaving unmet therapeutic needs.

Objective: This study conducted a preliminary evaluation of the usability of a novel telerehabilitation platform integrating a portable, desktop-mounted robot (DMRbotV3) with a mixed reality HoloLens 2 application to support accessible and adaptive upper-limb neurorehabilitation.

Methods: This was a pilot usability study. Six participants, 3 (50%) stroke survivors (≥3 months after the event) recruited from a hospital stroke registry and 3 (50%) occupational therapists (≥1 year of clinical experience) recruited through convenience sampling in the Greater Milwaukee region, completed a single 2-hour session using the telerehabilitation platform in the BioRobotics laboratory at the University of Wisconsin-Milwaukee. Participants tried out the system, which delivered passive, active, and resistive exercises through DMRbotV3 combined with interactive mixed reality displays, and then completed a customized usability questionnaire. Data collected included (1) robotic parameters from onboard sensors (joint position, velocity, and interaction forces); (2) participant usability feedback from questionnaires to assess usability, satisfaction, and user engagement; and (3) documentation of adverse events and safety concerns. Descriptive statistics (mean scores and ranges) were used to analyze usability ratings and performance parameters.

Results: The system was safe and well tolerated, with no adverse events reported. All participants completed the session, and usability scores averaged ≥4.0 across all items, reflecting high satisfaction and engagement with mixed reality integration. The robotic system demonstrated smooth performance, with controlled joint velocity profiles (-10 m/s to +10 m/s) and adaptive interaction forces up to approximately 25 N.

Conclusions: This preliminary study supports the usability of combining robotics and mixed reality technologies into a telerehabilitation platform for upper-limb neurorehabilitation. Participant feedback also identified opportunities for refinement to enhance adaptability and personalization of therapy.

背景:中风和脊髓损伤后的上肢损伤是导致长期残疾的重要因素。由于地理、经济或日程安排方面的障碍,许多中风幸存者获得康复的机会有限,导致治疗需求得不到满足。目的:本研究对一种新型远程康复平台的可用性进行了初步评估,该平台集成了便携式桌面机器人(DMRbotV3)和混合现实HoloLens 2应用程序,以支持可及性和适应性上肢神经康复。方法:这是一项初步的可用性研究。6名参与者,3名(50%)中风幸存者(≥3个月后)从医院中风登记处招募,3名(50%)职业治疗师(≥1年临床经验)通过方便抽样从大密尔沃基地区招募,使用威斯康星大学密尔沃基分校生物机器人实验室的远程康复平台完成了一个2小时的疗程。参与者通过DMRbotV3结合交互式混合现实显示器进行被动、主动和阻力练习,然后完成定制的可用性问卷。收集的数据包括:(1)机载传感器的机器人参数(关节位置、速度和相互作用力);(2)参与者可用性问卷反馈,评估可用性、满意度和用户参与度;(3)不良事件和安全问题的记录。描述性统计(平均得分和范围)用于分析可用性评级和性能参数。结果:该系统安全且耐受性良好,无不良事件报告。所有参与者都完成了会话,所有项目的可用性得分平均≥4.0,反映了对混合现实集成的高满意度和参与度。机器人系统表现出平稳的性能,关节速度分布可控(- 10m /s至+ 10m /s),自适应相互作用力高达约25 n.结论:该初步研究支持将机器人技术和混合现实技术结合到上肢神经康复的远程康复平台的可用性。参与者的反馈还确定了改进的机会,以增强治疗的适应性和个性化。
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引用次数: 0
A Technology-Aided Program to Help People With Intellectual and Multiple Disabilities Access Leisure Stimuli and Engage in Cognitive and Physical Activity: Development and Usability Study. 帮助智力和多重残疾人士获得休闲刺激并从事认知和身体活动的技术辅助计划:开发和可用性研究。
Q2 Medicine Pub Date : 2025-10-15 DOI: 10.2196/82596
Giulio E Lancioni, Gloria Alberti, Chiara Filippini, Nirbhay N Singh, Mark F O'Reilly, Jeff Sigafoos

Background: People with moderate to severe intellectual disability can have difficulties accessing leisure stimuli and engaging in basic cognitive and physical activity independently. These difficulties may be even more marked in individuals with a combination of intellectual disability and sensory or sensory-motor impairments.

Objective: This study assessed a new program relying on touch screen technology, which was set up to support access to leisure stimuli and the performance of a simple form of cognitive activity and basic physical exercise for adults with intellectual or intellectual and hearing disabilities, lack of functional speech, and poor motor dexterity.

Methods: The program alternated access to preferred stimuli (ie, songs, comic sketches, or cartoons) with cognitive activity (ie, matching-to-sample tasks) and physical exercise (ie, body movements). The touch screen technology was modified to ensure that people with poor motor dexterity would be effective in their responding regardless of the accuracy of their responses. The program was implemented with 7 participants. Its impact was assessed through the use of single-case research methodology.

Results: During the baseline (when standard technology was used), the mean percentage of songs, comic sketches, or cartoons accessed; match-to-sample responses provided; and body movements performed correctly and independent of research assistants' help was 0% for all participants with a single exception. During the intervention (when the new program with modified touch screen technology was used), the participants' mean percentage of songs, comic sketches, or cartoons accessed correctly and independent of research assistants' help per session was virtually 100%. Their mean percentage for correct match-to-sample responses provided and correct body movements performed independent of research assistants' help was within the 90% to 100% range.

Conclusions: The findings suggest that the program may constitute a useful tool for helping people with intellectual and multiple disabilities access leisure stimuli and engage in cognitive and physical activity.

背景:中度至重度智力残疾患者在获得休闲刺激和独立从事基本认知和身体活动方面可能存在困难。这些困难在智力残疾和感觉或感觉运动障碍相结合的个体中可能更加明显。目的:本研究评估了一种基于触摸屏技术的新程序,该程序旨在支持智力或智力和听力残疾、缺乏功能性语言和运动灵活性差的成年人获得休闲刺激和进行简单形式的认知活动和基本体育锻炼。方法:该程序交替访问首选刺激(如歌曲、喜剧小品或卡通)与认知活动(如匹配样本任务)和体育锻炼(如身体运动)。对触摸屏技术进行了改进,以确保运动灵活性差的人无论反应是否准确,都能有效地做出反应。该计划由7名参与者实施。通过使用单一案例研究方法评估了其影响。结果:在基线期间(当使用标准技术时),访问歌曲,漫画草图或卡通的平均百分比;提供与样本匹配的回答;除了一个例外,所有参与者的身体动作正确且独立于研究助理的帮助是0%。在干预期间(当使用改进的触摸屏技术的新程序时),参与者每次独立于研究助理的帮助下正确访问歌曲、喜剧小品或卡通的平均百分比几乎是100%。他们提供的正确匹配样本的回答和独立于研究助理帮助的正确身体动作的平均百分比在90%到100%的范围内。结论:研究结果表明,该程序可能构成一个有用的工具,帮助有智力和多重残疾的人获得休闲刺激,从事认知和身体活动。
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引用次数: 0
Recommendations for Combining Brain-Computer Interface, Motor Imagery, and Virtual Reality in Upper Limb Stroke Rehabilitation: Qualitative Participatory Design Study. 脑机接口、运动想像与虚拟实相结合在上肢中风康复中的建议:质性参与设计研究。
Q2 Medicine Pub Date : 2025-10-15 DOI: 10.2196/71789
Inês Oliveira, Miguel Russo, Ana Isabel Almeida, Athanasios Vourvopoulos, Carla Mendes Pereira

Background: The high incidence and prevalence of upper limb impairment post stroke highlights the need for advancements in rehabilitation. Brain-computer interfaces (BCIs) represent a promising technology by directly training the central nervous system. The integration of motor imagery (MI) and motor observation through virtual reality (VR) using BCIs provides valuable opportunities for rehabilitation. However, the diversity in intervention designs demonstrates the lack of guiding recommendations integrating neurorehabilitation principles for BCIs.

Objective: This study aims to develop recommendations for BCI interventions using task specificity and ecological validity through simulated VR tasks for upper limb stroke survivors by gathering tacit knowledge from neurorehabilitation experts, patients' experiences, and engineers' expertise to ensure a comprehensive approach.

Methods: A multiperspective qualitative study was conducted through collaborative design workshops involving stroke survivors (n=17), neurorehabilitation experts (n=13), and biomedical engineers (n=3), totaling 33 participants. This innovative approach aimed to actively engage stakeholders in developing multifaceted solutions for complex health interventions.

Results: Six themes emerged from the thematic analysis: (1) importance of patient-centered approach, (2) clinical evaluation and patient selection, (3) recommendations for task design, (4) guidelines for structuring BCI intervention, (5) key factors influencing motivation, and (6) technology features. From these themes, the following recommendations (R) are established: (R1) MI-based VR-BCI interventions must be conducted through a patient-centered approach, based on individualized preferences, needs, and goals of the user, by an interdisciplinary team; (R2) selection criteria must include upper limb impairment, cognitive and communication assessment, and clinical traits, such as MI capacity, neglect, and depression must be assessed since they might influence intervention outcomes; (R3) tasks to perform should preferably be based on daily living activities, including unilateral and bilateral tasks, and a variety of tasks must be available for selection to ensure meaningfulness for the user and suitability to clinical traits; (R4) intervention must be structured by different progressing levels starting with simple, gross movements and adding complexity through additional movement features, cognitive demand, or MI difficulty; (R5) optimal levels of motivation must be sustained through task variability, gamification elements, and task demand adequacy; and (R6) multisensorial potential of MI-based VR-BCI must be effectively harnessed through the adequate adjustment of visual, haptic, and proprioceptive feedback modalities to the patient.

Conclusions: Current results contribute to establishing clear guidelines on patien

背景:卒中后上肢损伤的高发和流行突出了康复治疗的必要性。脑机接口(bci)是一种很有前途的直接训练中枢神经系统的技术。使用脑机接口(bci)通过虚拟现实(VR)将运动图像(MI)和运动观察相结合,为康复提供了宝贵的机会。然而,干预设计的多样性表明缺乏整合脑机接口神经康复原则的指导性建议。目的:本研究旨在通过收集神经康复专家、患者经验和工程师专业知识的隐性知识,通过模拟上肢卒中幸存者的VR任务,利用任务特异性和生态效度为脑机接口干预提供建议,以确保方法的综合性。方法:采用协同设计工作坊进行多视角定性研究,共33名参与者,包括脑卒中幸存者(n=17)、神经康复专家(n=13)和生物医学工程师(n=3)。这一创新办法旨在使利益攸关方积极参与为复杂的卫生干预措施制定多方面的解决办法。结果:从主题分析中得出六个主题:(1)以患者为中心的方法的重要性,(2)临床评估和患者选择,(3)任务设计建议,(4)构建脑机接口干预的指南,(5)影响动机的关键因素,(6)技术特点。根据这些主题,提出了以下建议:(R1)基于mi的VR-BCI干预措施必须通过以患者为中心的方法,基于用户的个性化偏好、需求和目标,由跨学科团队进行;(R2)选择标准必须包括上肢损伤、认知和沟通评估以及临床特征,如心肌梗死能力、忽视和抑郁,因为它们可能影响干预结果;(R3)执行的任务最好以日常生活活动为基础,包括单侧和双侧任务,并且必须有多种任务可供选择,以确保对使用者有意义和适合临床特征;(R4)干预必须按照不同的进展水平进行组织,从简单的粗大动作开始,通过额外的动作特征、认知需求或心肌梗死难度增加复杂性;(R5)最佳动机水平必须通过任务可变性、游戏化元素和任务需求充分性来维持;并且(R6)基于mi的VR-BCI的多感觉潜能必须通过对患者的视觉、触觉和本体感觉反馈模式的适当调整来有效利用。结论:目前的结果有助于在患者选择、任务设计、干预结构、动机因素和感觉反馈定制方面建立明确的指导方针。该框架为最佳实施基于vr - bci的干预提供了基础,该干预将MI和运动观察联系起来,优化干预期间的皮质活动,患者的参与和临床结果。未来的研究应探索这些指南在验证中的应用,并根据患者概况、任务特征和技术特征的不同组合来研究脑机接口的疗效。
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引用次数: 0
Perspectives From Multidisciplinary Professionals in France on Shared Patient Portals for Integrated Pediatric Rehabilitation: Qualitative Study. 来自法国多学科专业人士对儿童综合康复共享患者门户的观点:定性研究。
Q2 Medicine Pub Date : 2025-10-10 DOI: 10.2196/73068
Marietta Kersalé, Quan Nha Hong, Thomas Richard, Christèle Kandalaft Cabrol, Audrey Guevel, Emmanuelle Fily, Gaëlle Tisserand, Sylvain Brochard, Marie-Pascale Pomey, Christelle Pons
<p><strong>Background: </strong>Providing integrated care is essential in pediatric rehabilitation, as children with disabilities often navigate complex, long-term pathways involving multiple professionals across health, education, and community services. Strengthening communication and partnership among children, families, and professionals is key to supporting meaningful participation in daily life. Shared digital health portals offer a promising solution to support integrated care, yet their potential remains underexplored in this context.</p><p><strong>Objective: </strong>This study explores the perspectives of multidisciplinary professionals involved in pediatric rehabilitation on shared patient portals designed to support integrated care for children with disabilities.</p><p><strong>Methods: </strong>An interpretive descriptive qualitative study grounded in a constructivist epistemological position was conducted. Data were collected through semistructured online interviews with professionals purposively recruited using maximum variation sampling. All were involved in the rehabilitation pathways of children with motor, cognitive, or mental disabilities in France. Interview verbatim transcripts were analyzed using NVivo (version 14, Lumivero) by an interdisciplinary team of researchers, including parents and clinicians, using a thematic analysis approach. Theoretical saturation was reached.</p><p><strong>Results: </strong>A total of 32 professionals, including clinicians, educators, social workers, and coaches working in hospitals, rehabilitation centers, outpatient clinics, or private practices, integrated health and social services, schools, nurseries, leisure associations, and social services, participated in this study. Four themes captured professionals' ambivalent perspectives on portals, addressing their perceived contributions to integrated care, anticipated barriers, practical strategies for implementation, and expectations regarding features: (1) ensuring continuity across health, education, and recreation services: navigating transparency, confidentiality, and inclusion; (2) enhancing family partnership while preserving professional autonomy and navigating engagement diversity; (3) involving children in patient portals: from children's empowerment to professionals' ethical responsibility; and (4) the contrast between concerns about additional workload and beliefs regarding efficiency. Participants suggested features such as shared calendars, secure messaging, and tools to share videos, rehabilitation goals, and track progress, alongside practical strategies to support real-world adoption.</p><p><strong>Conclusions: </strong>This study highlights the perceived potential of shared patient portals to strengthen partnerships and fruitful collaboration among children, families, and professionals involved in the pediatric rehabilitation pathways, including education and recreation providers. Professionals proposed concrete features to su
背景:提供综合护理在儿童康复中至关重要,因为残疾儿童往往要经过复杂的、长期的道路,涉及卫生、教育和社区服务等多个专业人员。加强儿童、家庭和专业人员之间的沟通和伙伴关系是支持有意义参与日常生活的关键。共享数字卫生门户为支持综合护理提供了一个很有希望的解决方案,但在这方面,它们的潜力仍未得到充分发掘。目的:本研究探讨了参与儿童康复的多学科专业人员对旨在支持残疾儿童综合护理的共享患者门户的观点。方法:以建构主义认识论立场为基础,进行解释性描述定性研究。数据是通过半结构化的在线访谈收集的,有目的地使用最大变异抽样招募专业人员。所有研究都涉及法国运动、认知或精神残疾儿童的康复途径。包括家长和临床医生在内的跨学科研究团队采用主题分析方法,使用NVivo(版本14,Lumivero)对访谈逐字记录进行分析。达到理论饱和。结果:共有32名专业人员参与本研究,包括医院、康复中心、门诊诊所或私人诊所、综合卫生和社会服务机构、学校、托儿所、休闲协会和社会服务机构的临床医生、教育工作者、社会工作者和教练。四个主题捕捉了专业人员对门户网站的矛盾看法,阐述了他们对综合护理的贡献、预期的障碍、实施的实际策略以及对功能的期望:(1)确保卫生、教育和娱乐服务的连续性:引导透明度、保密性和包容性;(2)加强家庭伙伴关系,同时保持职业自主权和引导敬业度多样性;(3)将儿童纳入患者门户:从儿童赋权到专业人员的道德责任;(4)对额外工作量的关注与对效率的信念的对比。与会者提出了诸如共享日历、安全消息传递、共享视频、康复目标和跟踪进度的工具等功能,以及支持实际应用的实用策略。结论:本研究强调了共享患者门户网站在加强儿童、家庭和参与儿童康复途径的专业人员(包括教育和娱乐提供者)之间的伙伴关系和富有成效的合作方面的潜在潜力。专业人员提出了支持综合护理的具体特征,为可能提高康复服务质量的工具的开发提供了信息。未来的研究应探索儿童、家庭和决策者的观点,以支持有效的实施和评估现实世界的影响。试验注册:ClinicalTrials.gov NCT06570148;https://clinicaltrials.gov/study/NCT06570148。
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引用次数: 0
Sustainability of Digital Home Care and Health Care Services in 2 Case Studies in Finland: Combined Climate and Social Impact Assessment. 数字家庭护理和医疗保健服务的可持续性在芬兰的两个案例研究:综合气候和社会影响评估。
Q2 Medicine Pub Date : 2025-10-08 DOI: 10.2196/71379
Helinä Melkas, Jáchym Judl, Janne Pesu, Satu Pekkarinen, Riika Saurio

Background: Digitalization is seen as a way to reduce the negative environmental impacts of health care production, but research is still limited.

Objective: This study focuses on the assessment of the sustainability aspects of digital services in home care and health care. It demonstrates the approach to identify the climate impacts and social impacts-both positive and negative-on a selection of digital home care and health care services, such as medicine robot services for older home care clients, through 2 Finnish case studies.

Methods: Impacts are identified from interviews and statistical data collected from public service providers and technology suppliers using both quantitative and qualitative assessments.

Results: While a well-planned and well-implemented digital service is likely to be a climate-friendly option, every digitalization action carries at least some negative impacts. The design, architecture, and practical implementation of these services greatly affect their climate and social impacts.

Conclusions: This study uses a novel combination of impact assessment methods, highlighting the importance of qualitative understanding alongside quantitative approaches for interpreting results, especially when numerical data are limited. Advocating for multimethod impact assessments is crucial to properly capturing the service context and promoting holistic sustainability thinking.

背景:数字化被视为减少卫生保健生产对环境的负面影响的一种方式,但研究仍然有限。目的:本研究侧重于评估家庭护理和医疗保健中数字服务的可持续性方面。它通过两个芬兰案例研究,展示了确定气候影响和社会影响的方法,包括积极的和消极的,对数字家庭护理和医疗保健服务的选择,如老年家庭护理客户的医疗机器人服务。方法:通过访谈和从公共服务提供者和技术供应商收集的统计数据,使用定量和定性评估来确定影响。结果:虽然精心规划和实施的数字化服务可能是一种气候友好型选择,但每一项数字化行动都至少会带来一些负面影响。这些服务的设计、架构和实际实现极大地影响了它们对气候和社会的影响。结论:本研究采用了影响评估方法的新组合,强调了定性理解和定量方法对解释结果的重要性,特别是在数值数据有限的情况下。倡导多方法影响评估对于正确把握服务环境和促进整体可持续性思维至关重要。
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引用次数: 0
Ankle Bracelet Laser as a Novel Portable Device to Improve Walking in Patients With Parkinsonism: Randomized Crossover Controlled Trial. 脚链激光作为一种新型便携式设备改善帕金森患者的行走:随机交叉对照试验。
Q2 Medicine Pub Date : 2025-10-07 DOI: 10.2196/70209
Peeraya Ruthiraphong, Kwan Srisilpa, Chompoonuch Ratanasutiranont

Background: Freezing of gait (FOG) is a common and debilitating symptom of parkinsonism. Although visual cues have proven efficacy in alleviating FOG, most current visual cues are fixed in place, restricting their use to controlled environments such as clinics or homes. Mobile open-loop cueing devices have been developed to address this limitation; however, they typically require manual activation to deliver the visual cues, which can be particularly challenging for patients with attention or cognitive impairments, leading to equivocal results in improving gait performance.

Objective: The aim of the study is to assess the efficacy of an ankle bracelet laser, a new mobile visual cue designed for practical use, in improving gait performance in patients with parkinsonism and FOG.

Methods: A randomized controlled 2-period crossover trial was conducted from June 15, 2020, to October 1, 2020, at Ramathibodi Hospital. In total, 10 patients with parkinsonism and FOG were enrolled in 2 conditions: walking with laser-off first and walking with laser-on first. Gait speed, the timed up and go test, stride length, and the locomotor rehabilitation index were assessed twice in each trial with a 10-minute washout period.

Results: The results showed favorable improvement in all parameters. Gait speed and stride length improved by 0.07 m/s (95% CI 0.04-0.09 m/s; P<.001) and 0.17 m (95% CI 0.11-0.23 m; P<.001), respectively, with laser-on. The timed up and go test duration was reduced by 7.69 seconds (95% CI 2.82-12.55 seconds; P=.002). The locomotor rehabilitation index improved by 4.46% (95% CI 2.56%-6.36%; P<.001). When using the device, there were no adverse effects, such as dizziness or blurred vision.

Conclusions: The ankle bracelet laser cue produced immediate improvements in gait speed, stride length, and balance in patients with parkinsonism and FOG, suggesting that the device can acutely enhance gait performance. Further research is needed to determine whether these benefits are sustained and applicable to daily life activities.

Trial registration: Thai Clinical Trials Registry TCTR20210511001; https://www.thaiclinicaltrials.org/show/TCTR20210511001.

背景:步态冻结(FOG)是帕金森病的一种常见的衰弱症状。虽然视觉提示已被证明在缓解雾霾方面有效,但目前大多数视觉提示都是固定的,限制了它们在诊所或家庭等受控环境中的使用。已经开发了移动开环提示设备来解决这一限制;然而,它们通常需要手动激活来传递视觉线索,这对于有注意力或认知障碍的患者来说尤其具有挑战性,导致改善步态表现的结果模棱两可。目的:本研究的目的是评估一种用于实际使用的新型移动视觉提示脚链激光在改善帕金森病和FOG患者步态表现方面的疗效。方法:2020年6月15日至2020年10月1日,在Ramathibodi医院进行了一项随机对照2期交叉试验。共纳入10例帕金森病和FOG患者,分为两种情况:先关闭激光行走和先打开激光行走。每个试验评估两次步态速度、计时起跑测试、步幅和运动康复指数,洗脱期为10分钟。结果:各项指标均有较好的改善。结论:脚链激光提示可立即改善帕金森和FOG患者的步态速度、步幅和平衡,提示该装置可急性改善步态表现。需要进一步的研究来确定这些益处是否持续并适用于日常生活活动。试验注册:泰国临床试验注册中心TCTR20210511001;https://www.thaiclinicaltrials.org/show/TCTR20210511001。
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引用次数: 0
Home-Based Augmented Reality Exercise For People With Parkinson Disease: Qualitative Acceptability Study. 帕金森病患者家庭增强现实训练:定性可接受性研究
Q2 Medicine Pub Date : 2025-10-06 DOI: 10.2196/70802
Lotte E S Hardeman, Esther van Benten, Eva M Hoogendoorn, Maaike van Gameren, Jorik Nonnekes, Melvyn Roerdink, Daphne J Geerse

Background: The rising prevalence of Parkinson disease and the growing demand on the health care system underscore the need for accessible and innovative care solutions, such as Reality Digital Therapeutics (Reality DTx)-an augmented reality neurorehabilitation program that delivers remotely prescribed gait and balance exercises for people with Parkinson disease to perform at home.

Objective: At a preimplementation stage, this qualitative study aimed to explore the acceptability of Reality DTx.

Methods: An exploratory qualitative study design was used. We conducted semistructured interviews, guided by the theoretical framework of acceptability, with 22 people with Parkinson disease who used Reality DTx at home for 6 weeks as part of a feasibility trial. We conducted a reflexive thematic analysis using an inductive, semantic approach informed by critical realism.

Results: The results of the reflexive thematic analysis are described in 3 themes and 9 subthemes. The 3 themes are "there was considerable interindividual variation," "the intervention is complementary to supervised physical therapy," and "adherence in the long term is crucial." Participants reported variable perceptions of effectiveness and variable experiences of effort to complete the Reality DTx program. They viewed Reality DTx as a valuable complement to supervised physical therapy and emphasized the indispensable role of the physical therapist for external control of long-term exercise adherence and for meaningful feedback on motor performance, as well as the desire for social connection. Flexibility in time and location was mentioned as a very important program characteristic, supporting long-term exercise adherence. Suggestions for improvement included enhanced visibility of progression in scores, increased variation in games, and the integration of competitive elements.

Conclusions: Remotely prescribed, gamified, augmented reality exercises at home, complementary to supervised physical therapy, are acceptable to people with Parkinson disease. The findings inform future Reality DTx development and implementation from the perspective of people with Parkinson disease, which should be weighted with the perspectives of other stakeholders such as clinicians and other key decision-makers.

背景:帕金森氏病的患病率不断上升,对医疗保健系统的需求不断增长,强调了对可获得和创新的护理解决方案的需求,例如现实数字治疗(现实DTx)——一种增强现实神经康复计划,为帕金森氏病患者提供远程处方的步态和平衡锻炼,使其在家中进行。目的:在实施前阶段,本定性研究旨在探讨现实DTx的可接受性。方法:采用探索性质的研究设计。在可接受性理论框架的指导下,我们对22名帕金森病患者进行了半结构化访谈,作为可行性试验的一部分,他们在家中使用Reality DTx 6周。我们进行了反身性主题分析使用归纳,语义的方法告知批判现实主义。结果:反身性主位分析结果分为3个主位和9个副主位。这三个主题是“个体间差异很大” “干预是对有监督的物理治疗的补充” “长期坚持是至关重要的”参与者报告了不同的有效性感知和完成现实DTx计划的不同经历。他们认为现实DTx是有监督的物理治疗的有价值的补充,并强调物理治疗师在长期运动坚持的外部控制和对运动表现的有意义的反馈以及对社会联系的渴望方面的不可或缺的作用。时间和地点的灵活性被认为是一个非常重要的项目特征,支持长期坚持锻炼。改进建议包括提高分数进程的可见性,增加游戏的变化,以及整合竞争元素。结论:远程处方、游戏化、增强现实在家锻炼,作为监督物理治疗的补充,对帕金森病患者是可以接受的。这些发现从帕金森病患者的角度为未来Reality DTx的开发和实施提供了信息,这应该与其他利益相关者(如临床医生和其他关键决策者)的观点相权衡。
{"title":"Home-Based Augmented Reality Exercise For People With Parkinson Disease: Qualitative Acceptability Study.","authors":"Lotte E S Hardeman, Esther van Benten, Eva M Hoogendoorn, Maaike van Gameren, Jorik Nonnekes, Melvyn Roerdink, Daphne J Geerse","doi":"10.2196/70802","DOIUrl":"10.2196/70802","url":null,"abstract":"<p><strong>Background: </strong>The rising prevalence of Parkinson disease and the growing demand on the health care system underscore the need for accessible and innovative care solutions, such as Reality Digital Therapeutics (Reality DTx)-an augmented reality neurorehabilitation program that delivers remotely prescribed gait and balance exercises for people with Parkinson disease to perform at home.</p><p><strong>Objective: </strong>At a preimplementation stage, this qualitative study aimed to explore the acceptability of Reality DTx.</p><p><strong>Methods: </strong>An exploratory qualitative study design was used. We conducted semistructured interviews, guided by the theoretical framework of acceptability, with 22 people with Parkinson disease who used Reality DTx at home for 6 weeks as part of a feasibility trial. We conducted a reflexive thematic analysis using an inductive, semantic approach informed by critical realism.</p><p><strong>Results: </strong>The results of the reflexive thematic analysis are described in 3 themes and 9 subthemes. The 3 themes are \"there was considerable interindividual variation,\" \"the intervention is complementary to supervised physical therapy,\" and \"adherence in the long term is crucial.\" Participants reported variable perceptions of effectiveness and variable experiences of effort to complete the Reality DTx program. They viewed Reality DTx as a valuable complement to supervised physical therapy and emphasized the indispensable role of the physical therapist for external control of long-term exercise adherence and for meaningful feedback on motor performance, as well as the desire for social connection. Flexibility in time and location was mentioned as a very important program characteristic, supporting long-term exercise adherence. Suggestions for improvement included enhanced visibility of progression in scores, increased variation in games, and the integration of competitive elements.</p><p><strong>Conclusions: </strong>Remotely prescribed, gamified, augmented reality exercises at home, complementary to supervised physical therapy, are acceptable to people with Parkinson disease. The findings inform future Reality DTx development and implementation from the perspective of people with Parkinson disease, which should be weighted with the perspectives of other stakeholders such as clinicians and other key decision-makers.</p>","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"12 ","pages":"e70802"},"PeriodicalIF":0.0,"publicationDate":"2025-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12538193/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145239843","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
Effects of Technology-Assisted Rehabilitation After Spinal Cord Injury: Pilot Randomized Controlled Crossover Trial. 脊髓损伤后技术辅助康复的效果:先导随机对照交叉试验。
Q2 Medicine Pub Date : 2025-10-02 DOI: 10.2196/78091
Mia Maria Kilkki, Joonas Poutanen, Kari Kauranen, Jari Arokoski, Sinikka Hiekkala
<p><strong>Background: </strong>Technology-assisted and robotic rehabilitation methods are increasingly used in neurorehabilitation. Still, scarce evidence exists on their effects on upper extremity functioning after spinal cord injury, especially at the chronic stage.</p><p><strong>Objective: </strong>The present study aims to evaluate the effects of a 6-week intervention focusing on technology-assisted upper extremity rehabilitation in adults 1-8 years after incomplete cervical spinal cord injury.</p><p><strong>Methods: </strong>In this pilot randomized controlled crossover trial, 20 participants (10 men, 34-73 y of age) were recruited by mail and randomized into 2 sequences (AB: n=10 and BA: n=10). All participants received a 6-week rehabilitation intervention in Period 1 or Period 2, with a 4-week washout period in between. The intervention was delivered 3 times a week for 6 weeks (18 sessions) by occupational therapists specialized in spinal cord injuries. Each 1-hour therapy session included a minimum of 30 minutes of technology-assisted upper extremity rehabilitation using interactive and task-specific AMADEO, DIEGO, or PABLO devices. Other occupational therapy activities were allowed to complete the 1-hour therapy session. The effects of the 6-week rehabilitation intervention were compared with 6 weeks of no intervention, and the analyses were based on paired data. Each participant served as their own control. Hand and arm function were evaluated using the Action Research Arm Test, the American Spinal Injury Association-Upper Extremity Motor Score (ASIA-UEMS), grip strength, pinch strength, and the Spinal Cord Independence Measure-Self Report. Rehabilitation goal attainment was evaluated by the Goal Attainment Scale. Face-to-face assessments were conducted at baseline, after Period 1, after Period 2, and at 6 months, except for the Goal Attainment Scale, which was used at the beginning and immediately after the rehabilitation intervention.</p><p><strong>Results: </strong>The effects of the rehabilitation intervention compared to no intervention were statistically insignificant, except for the ASIA-UEMS (median change 1, IQR 0-2 point versus 0, IQR -2 to 0 point) in participants in sequence BA (n=7) who received the rehabilitation intervention during Period 2 (P=.04). The rehabilitation intervention showed good feasibility and tolerability in adults with incomplete cervical spinal cord injury. Of 20 participants (median age 62, IQR 58-66 y), 19 enrolled in the study, and 17 completed at least 80% of the rehabilitation sessions. Fourteen out of 16 participants included in the final analysis attained their rehabilitation goals. The goals were mainly focusing on "fine hand use" and "hand and arm use" related to self-care and domestic life.</p><p><strong>Conclusions: </strong>Results of this pilot study suggest that technology-assisted upper extremity rehabilitation provided by occupational therapists is safe and has potential for broader clin
背景:技术辅助和机器人康复方法越来越多地应用于神经康复。然而,关于它们对脊髓损伤后上肢功能的影响,特别是对慢性脊髓损伤后上肢功能的影响,缺乏证据。目的:本研究旨在评估技术辅助上肢康复对1-8岁成人不完全性颈脊髓损伤后6周干预的效果。方法:本试验采用随机对照交叉试验,采用邮寄方式招募20例受试者(男性10例,年龄34-73岁),随机分为AB组10例,BA组10例。所有参与者在第一阶段或第二阶段接受为期6周的康复干预,中间有4周的洗脱期。干预由脊髓损伤专业的职业治疗师每周进行3次,持续6周(18次)。每1小时的治疗包括至少30分钟的技术辅助上肢康复,使用交互式和特定任务的AMADEO、DIEGO或PABLO设备。其他职业治疗活动被允许完成1小时的治疗。将6周康复干预的效果与6周不干预的效果进行比较,并基于配对数据进行分析。每个参与者都作为自己的对照。使用动作研究臂测试、美国脊髓损伤协会上肢运动评分(ASIA-UEMS)、握力、捏力和脊髓独立性测量自我报告评估手和手臂功能。采用目标达成量表评估康复目标达成情况。在基线、第一阶段、第二阶段和6个月时进行面对面评估,目标实现量表除外,在康复干预开始和结束后立即使用。结果:康复干预的效果与未干预相比,除第2期接受康复干预的BA组(n=7)的ASIA-UEMS(中位数变化为1,IQR 0-2点对0,IQR -2至0点)外(P= 0.04),其他均无统计学意义。康复干预对成人不完全性颈脊髓损伤具有良好的可行性和耐受性。在20名参与者中(中位年龄62岁,IQR 58-66岁),19人参加了研究,17人完成了至少80%的康复疗程。最终分析的16名参与者中有14人达到了他们的康复目标。目标主要集中在与自我照顾和家庭生活有关的“精细手部使用”和“手和手臂使用”。结论:这项初步研究的结果表明,由职业治疗师提供的技术辅助上肢康复是安全的,并且在成人不完全性颈脊髓损伤的临床应用中具有更广泛的潜力。康复干预在实现康复目标方面具有良好的可行性和积极的效果。这项研究没有得到证实,结果需要在更大的随机对照试验中得到证实。
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引用次数: 0
Enhancing Self-Efficacy Through Robotic Safety Support in Balance-Challenging Reach Tasks: Feasibility Study in Young Adults. 通过机器人安全支持在挑战平衡的伸手任务中提高自我效能感:在年轻人中的可行性研究。
Q2 Medicine Pub Date : 2025-09-30 DOI: 10.2196/81263
Daiki Shimotori, Soshi Fujisawa, Masahiro Nishimura, Tatsuya Yoshimi, Kenji Kato

Background: Falls and fear of falling adversely affect the quality of life and independence of older adults. Although various robotic systems have been developed for fall prevention, their psychological effects, particularly on self-efficacy, remain underexplored. A ceiling-mounted fall impact mitigation robot offers continuous protection with almost no limitations on the range of movement; however, its impact on users' psychological state and functional performance is unclear.

Objective: This study aimed to evaluate the effect of a fall impact mitigation robot on psychological reassurance and task performance during dynamic balance tasks in healthy young adults, with a focus on self-efficacy and functional reach capacity.

Methods: Twenty-four healthy adults (age: mean 28.9, SD 7.9 years) were randomly assigned to experimental (n=12) or control (n=12) groups. All participants performed a baseline functional reach test, followed by a series of progressively challenging reach tasks (starting at 98% of maximum reach and increasing by 2% until failure). The experimental group performed tasks while wearing the fall impact mitigation robot; the control group performed without it. Self-efficacy ratings (-5 to +5 scale) were recorded before each trial. Center of pressure (COP) data were continuously collected. Statistical analyses included Mann-Whitney U tests for self-efficacy, Kaplan-Meier survival analysis for task performance, and t tests for functional reach test and COP changes.

Results: During reach trials ≥102% of baseline, the experimental group (median 1.0, IQR 0.0 to 3.0) reported significantly higher self-efficacy ratings than did the control group (median 0.0, IQR -1.0 to 2.0; U=1292.5; P=.047). However, no significant differences were observed in changes in functional reach capacity (experimental: mean 104.2%, SD 3.8%; control: mean 103.6%, SD 2.5%; P=.62) or COP displacement (experimental: mean 108.9%, SD 10.4%; control: mean 114.1%, SD 9.8%; P=.23). Survival analysis revealed a nonsignificant trend toward greater task persistence in the experimental group (χ²1=0.36, P=.55).

Conclusions: The fall impact mitigation robot significantly improved self-efficacy during challenging balance tasks, despite providing no active physical support. These findings underscore the role of psychological reassurance in modulating balance-related behavior and suggest that robotic safety systems may influence motor performance through psychological mechanisms. Integrating psychological support into robotic fall prevention strategies may enhance their effectiveness.

Trial registration: UMIN Clinical Trials Registry UMIN000049284; https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000056126.

背景:跌倒和对跌倒的恐惧会对老年人的生活质量和独立性产生不利影响。尽管各种各样的机器人系统已经被开发出来用于预防跌倒,但它们的心理影响,特别是对自我效能的影响,仍然没有得到充分的研究。一个安装在天花板上的跌落冲击缓解机器人提供持续的保护,几乎没有限制的运动范围;然而,其对用户心理状态和功能表现的影响尚不清楚。目的:本研究旨在评估跌倒缓解机器人对健康年轻人动态平衡任务中心理安慰和任务表现的影响,重点关注自我效能感和功能到达能力。方法:24名健康成人(平均28.9岁,SD 7.9岁)随机分为实验组(n=12)和对照组(n=12)。所有参与者都进行了基线功能到达测试,随后是一系列逐步具有挑战性的到达任务(从最大到达的98%开始,增加2%,直到失败)。实验组佩戴防摔机器人执行任务;对照组则不服用。每次试验前记录自我效能评分(-5至+5量表)。连续采集压力中心(COP)数据。统计分析包括自我效能的Mann-Whitney U检验,任务绩效的Kaplan-Meier生存分析,功能延伸测试和COP变化的t检验。结果:在达到基线≥102%的试验中,实验组(中位数1.0,IQR 0.0至3.0)报告的自我效能评分显著高于对照组(中位数0.0,IQR -1.0至2.0;U=1292.5; P= 0.047)。然而,两组功能伸展能力(实验:平均104.2%,SD 3.8%;对照组:平均103.6%,SD 2.5%;P= 0.62)或COP位移(实验:平均108.9%,SD 10.4%;对照组:平均114.1%,SD 9.8%;P= 0.23)的变化无显著差异。生存分析显示实验组的任务持久性有不显著的趋势(χ 2 1=0.36, P= 0.55)。结论:尽管不提供主动的身体支持,但减少跌倒冲击的机器人在挑战性平衡任务中显著提高了自我效能感。这些发现强调了心理保证在调节平衡相关行为中的作用,并表明机器人安全系统可能通过心理机制影响运动表现。将心理支持整合到机器人跌倒预防策略中可以提高其有效性。试验注册:UMIN临床试验注册中心UMIN000049284;https://center6.umin.ac.jp/cgi-open-bin/ctr_e/ctr_view.cgi?recptno=R000056126。
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引用次数: 0
Usability of Videoconferencing for Physical Exercise Interventions in Older Adults: Scoping Review. 视频会议对老年人体育锻炼干预的可用性:范围综述。
Q2 Medicine Pub Date : 2025-09-18 DOI: 10.2196/65552
Louise Robin, Stéphane Mandigout, Charles Sebyio Batcho, Axelle Gelineau, Benoit Borel

Background: Videoconference combines the convenience of home-based physical exercise (PE) with group interaction and supervision of exercise in the community and could be useful for facilitating PE practice among older adults.

Objective: This scoping review aims to assess the evidence regarding the usability of videoconferencing technologies. Specifically, it explores whether tele-exercise solutions based on videoconferencing are usable for older adults and professionals, and how the heterogeneity of evaluation tools influences the generalization of results.

Methods: Electronic searches were conducted in databases Pubmed-Ovid Medline, Science Direct, Scopus, and CINAHL from January 2000 to March 2025 for identifying articles on measures of usability (ie, effectiveness, efficiency, and satisfaction of technology).

Results: A total of 14 studies out of 2506 unique records were included. The results showed that videoconferencing strategies can effectively deliver synchronous exercise interventions. However, their effectiveness, efficiency, and user satisfaction vary depending on the technological medium used. Despite widespread use among older adults, there is a notable gap in studies evaluating usability, particularly regarding remote PE interventions.

Conclusions: The review highlights that videoconferencing can be an effective tool for delivering synchronous exercise interventions to older adults. However, the effectiveness and user satisfaction depend on the technology used and the individual's characteristics. Further studies using standardized evaluation tools are needed to better assess usability. These findings underscore the importance of continued research to evaluate the effectiveness and acceptability of videoconferencing technologies for exercise interventions and to develop customized solutions to optimize the efficacy of these interventions for this population.

背景:视频会议将家庭体育锻炼(PE)的便利性与社区团体互动和运动监督相结合,可能有助于促进老年人的体育锻炼。目的:本综述旨在评估有关视频会议技术可用性的证据。具体来说,它探讨了基于视频会议的远程锻炼解决方案是否适用于老年人和专业人士,以及评估工具的异质性如何影响结果的泛化。方法:从2000年1月到2025年3月,在Pubmed-Ovid Medline、Science Direct、Scopus和CINAHL数据库中进行电子检索,以确定关于可用性(即技术的有效性、效率和满意度)度量的文章。结果:共纳入了2506份独特记录中的14项研究。结果表明,视频会议策略可以有效地提供同步运动干预。然而,它们的效果、效率和用户满意度因所使用的技术媒介而异。尽管在老年人中广泛使用,但在评估可用性的研究中存在显著差距,特别是在远程体育干预方面。结论:该综述强调,视频会议可以成为向老年人提供同步运动干预的有效工具。然而,有效性和用户满意度取决于所使用的技术和个人的特点。为了更好地评估可用性,需要使用标准化评估工具进行进一步的研究。这些发现强调了继续研究的重要性,以评估视频会议技术对运动干预的有效性和可接受性,并开发定制的解决方案,以优化这些干预措施对这一人群的功效。
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JMIR Rehabilitation and Assistive Technologies
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