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Effects of Real-Time Pressure Map Feedback on Confidence in Pressure Management in Wheelchair Users With Spinal Cord Injury: Pilot Intervention Study. 实时压力图反馈对脊髓损伤轮椅使用者压力管理信心的影响:初步干预研究。
Q2 Medicine Pub Date : 2023-10-12 DOI: 10.2196/49813
Tamara L Vos-Draper, Melissa M B Morrow, John E Ferguson, Virgil G Mathiowetz

Background: Wheelchair users with a spinal cord injury (SCI) are at a high risk for developing pressure injuries (PIs). Performing weight shifts is a primary method of pressure management for PI prevention; however, individuals with SCI may lack confidence in their abilities to perform adequate pressure relief due to their lack of sensation. Real-time seat interface pressure mapping feedback may provide partial substitution for sensory feedback such that an individual's confidence is improved.

Objective: We aim to examine how confidence for pressure management by wheelchair users with SCI was impacted by providing access to real-time, on-demand seat interface pressure mapping feedback.

Methods: Adults with SCI (N=23) completed self-efficacy questions addressing confidence around 4 factors related to performing weight shifts in this longitudinal, repeated-measures study. We evaluated the impact of providing standard PI prevention education and access to live pressure map feedback on confidence levels for performing weight shifts.

Results: Access to live pressure map feedback while learning how to perform weight shifts resulted in significantly higher confidence about moving far enough to relieve pressure at high-risk areas. Confidence for adhering to the recommended weight shift frequency and duration was not significantly impacted by in-clinic education or use of pressure map feedback. Confidence that performing weight shifts reduces PI risk increased most following education, with slight additional increase when pressure map feedback was added.

Conclusions: Access to live pressure mapping feedback improves confidence about performing weight shifts that relieve pressure when provided in the clinical setting and demonstrates potential for the same in the home. This preliminary exploration of a smartphone-based pressure mapping intervention highlights the value of access to continuous pressure mapping feedback to improve awareness and confidence for managing pressure.

Trial registration: ClinicalTrials.gov NCT03987243; https://clinicaltrials.gov/study/NCT03987243.

背景:患有脊髓损伤(SCI)的轮椅使用者发生压力损伤(PI)的风险很高。执行重量转移是预防PI的压力管理的主要方法;然而,SCI患者可能由于缺乏感觉而对自己进行充分减压的能力缺乏信心。实时座椅界面压力映射反馈可以提供对感觉反馈的部分替代,从而提高个人的信心。目的:我们旨在通过提供实时、按需的座椅接口压力映射反馈,研究SCI轮椅使用者对压力管理的信心如何受到影响。方法:在这项纵向重复测量研究中,患有SCI的成年人(N=23)完成了自我效能感问题,解决了与体重变化相关的4个因素的信心问题。我们评估了提供标准PI预防教育和实时压力图反馈对进行体重转移的信心水平的影响。结果:在学习如何改变体重的同时,获得实时压力图反馈,可以显著提高人们对移动足够远以缓解高风险地区压力的信心。坚持推荐的体重变化频率和持续时间的信心没有受到临床教育或使用压力图反馈的显著影响。在接受教育后,对体重变化可以降低PI风险的信心增加最多,当添加压力图反馈时,信心略有增加。结论:获得实时压力图反馈可以提高人们对在临床环境中进行减轻压力的体重转换的信心,并证明在家中也有这种潜力。这项基于智能手机的压力图干预的初步探索突出了获得持续压力图反馈的价值,以提高管理压力的意识和信心。试验注册:ClinicalTrials.gov NCT03987243;https://clinicaltrials.gov/study/NCT03987243.
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引用次数: 0
Virtual Reality for Pulmonary Rehabilitation: Comprehensive Review. 肺康复的虚拟现实:综述。
Q2 Medicine Pub Date : 2023-10-02 DOI: 10.2196/47114
Melpo Pittara, Maria Matsangidou, Constantinos S Pattichis

Background: Pulmonary rehabilitation is a vital component of comprehensive care for patients with respiratory conditions, such as lung cancer, chronic obstructive pulmonary disease, and asthma, and those recovering from respiratory diseases like COVID-19. It aims to enhance patients' functional ability and quality of life, and reduce symptoms, such as stress, anxiety, and chronic pain. Virtual reality is a novel technology that offers new opportunities for customized implementation and self-control of pulmonary rehabilitation through patient engagement.

Objective: This review focused on all types of virtual reality technologies (nonimmersive, semi-immersive, and fully immersive) that witnessed significant development and were released in the field of pulmonary rehabilitation, including breathing exercises, biofeedback systems, virtual environments for exercise, and educational models.

Methods: The review screened 7 electronic libraries from 2010 to 2023. The libraries were ACM Digital Library, Google Scholar, IEEE Xplore, MEDLINE, PubMed, Sage, and ScienceDirect. Thematic analysis was used as an additional methodology to classify our findings based on themes. The themes were virtual reality training, interaction, types of virtual environments, effectiveness, feasibility, design strategies, limitations, and future directions.

Results: A total of 2319 articles were identified, and after a detailed screening process, 32 studies were reviewed. Based on the findings of all the studies that were reviewed (29 with a positive label and 3 with a neutral label), virtual reality can be an effective solution for pulmonary rehabilitation in patients with lung cancer, chronic obstructive pulmonary disease, and asthma, and in individuals and children who are dealing with mental health-related disorders, such as anxiety. The outcomes indicated that virtual reality is a reliable and feasible solution for pulmonary rehabilitation. Interventions can provide immersive experiences to patients and offer tailored and engaging rehabilitation that promotes improved functional outcomes of pulmonary rehabilitation, breathing body awareness, and relaxation breathing techniques.

Conclusions: The identified studies on virtual reality in pulmonary rehabilitation showed that virtual reality holds great promise for improving the outcomes and experiences of patients. The immersive and interactive nature of virtual reality interventions offers a new dimension to traditional rehabilitation approaches, providing personalized exercises and addressing psychological well-being. However, additional research is needed to establish standardized protocols, identify the most effective strategies, and evaluate long-term benefits. As virtual reality technology continues to advance, it has the potential to revolutionize pulmonary rehabilitation and significantly improve the lives of

背景:肺康复是呼吸系统疾病(如肺癌、癌症、慢性阻塞性肺病和哮喘)患者以及新冠肺炎等呼吸系统疾病康复者综合护理的重要组成部分。它旨在提高患者的功能能力和生活质量,减轻压力、焦虑和慢性疼痛等症状。虚拟现实是一项新技术,通过患者参与为肺部康复的定制实施和自我控制提供了新的机会。目的:本综述重点关注在肺部康复领域取得重大发展并发布的所有类型的虚拟现实技术(非沉浸式、半沉浸式和完全沉浸式),包括呼吸练习、生物反馈系统、虚拟运动环境和教育模型。方法:对2010年至2023年的7个电子图书馆进行了筛选。这些图书馆包括ACM数字图书馆、谷歌学者、IEEE Xplore、MEDLINE、PubMed、Sage和ScienceDirect。主题分析被用作一种额外的方法,根据主题对我们的研究结果进行分类。主题是虚拟现实培训、互动、虚拟环境类型、有效性、可行性、设计策略、局限性和未来方向。结果:共鉴定出2319篇文章,经过详细的筛选过程,对32项研究进行了回顾。根据所审查的所有研究结果(29项为阳性,3项为中性),虚拟现实可以成为癌症、慢性阻塞性肺病和哮喘患者以及患有焦虑等精神健康相关疾病的个人和儿童肺部康复的有效解决方案。结果表明,虚拟现实是一种可靠可行的肺部康复解决方案。干预措施可以为患者提供身临其境的体验,并提供量身定制的、引人入胜的康复,促进肺部康复、呼吸体意识和放松呼吸技术的功能结果的改善。结论:关于虚拟现实在肺部康复中的研究表明,虚拟现实在改善患者的预后和体验方面有很大的前景。虚拟现实干预的沉浸式和互动性为传统康复方法提供了一个新的维度,提供了个性化的锻炼和心理健康问题。然而,还需要更多的研究来建立标准化的方案,确定最有效的策略,并评估长期效益。随着虚拟现实技术的不断进步,它有可能彻底改变肺部康复,并显著改善慢性肺部疾病患者的生活。
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引用次数: 0
A Digital Box and Block Test for Hand Dexterity Measurement: Instrument Validation Study. 用于手灵活性测量的数字盒块测试:仪器验证研究。
Q2 Medicine Pub Date : 2023-09-15 DOI: 10.2196/50474
Eveline Prochaska, Elske Ammenwerth

Background: The Box and Block Test (BBT) measures unilateral gross manual dexterity and is widely used in clinical settings with a wide range of populations, including older people and clients with neurological disorders.

Objective: In this study, we present a newly developed digitized version of the BBT, called the digital BBT (dBBT). The physical design is similar to the original BBT, but the dBBT contains digital electronics that automate the test procedure, timing, and score measurement. The aim of this study is to investigate the validity and reliability of the dBBT.

Methods: We performed measurements at 2 time points for 29 healthy participants. BBT and dBBT were used at the first measurement time point, and dBBT was used again at the second measurement time point. Concurrent validity was assessed using the correlation between BBT and dBBT, the paired t test, and the Bland-Altman analysis. Test-retest reliability and interrater reliability were examined using the interclass correlation coefficient (ICC) by repeated measures with the dBBT within an interval of 10 days.

Results: Our results showed moderate concurrent validity (r=0.48, P=.008), moderate test-retest reliability (ICC 0.72, P<.001), a standard error of measurement of 3.1 blocks, and the smallest detectable change at a 95% CI of 8.5 blocks. Interrater reliability was moderate with an ICC of 0.67 (P=.02). The Bland-Altman analysis showed sufficient accuracy of the dBBT in comparison with the conventional BBT.

Conclusions: The dBBT can contribute to objectifying the measurement of gross hand dexterity without losing its important characteristics and is simple to implement.

背景:框块测试(BBT)测量单侧手的总体灵活性,广泛用于临床环境中,包括老年人和患有神经系统疾病的客户。目的:在本研究中,我们提出了一种新开发的BBT数字化版本,称为数字BBT(dBBT)。物理设计与最初的BBT类似,但dBBT包含数字电子设备,可自动执行测试程序、计时和分数测量。本研究的目的是调查dBBT的有效性和可靠性。方法:我们在2个时间点对29名健康参与者进行了测量。在第一测量时间点使用BBT和dBBT,并且在第二测量时间点再次使用dBBT。使用BBT和dBBT之间的相关性、配对t检验和Bland-Altman分析来评估并发有效性。通过在10天的间隔内用dBBT重复测量,使用类间相关系数(ICC)来检验测试-再测试的可靠性和测试者间的可靠性。结果:我们的结果显示出中等并发有效性(r=0.48,P=.008),中等重测信度(ICC 0.72,P)。结论:dBBT可以在不失去其重要特征的情况下,有助于客观化手的总体灵活性测量,并且易于实施。
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引用次数: 0
Effects of Virtual Reality Exercises on Chronic Low Back Pain: Quasi-Experimental Study. 虚拟现实训练对慢性腰痛的影响:准实验研究。
Q2 Medicine Pub Date : 2023-09-15 DOI: 10.2196/43985
M Waqar Afzal, Ashfaq Ahmad, Hafiz Muhammad Bilal Hanif, Nauman Chaudhary, Syed Amir Gilani

Background: Low back pain is a common health problem globally. Based on the duration of pain, it is classified as acute, subacute, or chronic low back pain. Different treatment strategies are available to reduce chronic low back pain. Virtual reality (VR) is a novel approach in back pain rehabilitation.

Objective: This study aimed to compare the effects of VR games on chronic low back pain.

Methods: This quasi-experimental study was conducted among 40 patients with chronic low back pain. The data were collected using a nonprobability, convenient sampling technique. Patients visiting the Department of Physiotherapy, Government Services Hospital, Lahore, Pakistan, were recruited and equally divided into 4 groups. Group A received the Reflex Ridge game; group B received the Body Ball game; group C combined the 2 games without back-strengthening exercises; and group D combined the 2 games with back-strengthening exercises. The participants received 8 treatment sessions, with 3 sessions/wk. The outcomes were pre- and posttest measurements of pain intensity, low back disability, and lumbar range of motion. The repeated measurement ANOVA was used for inter- and intragroup comparison, with significance at P≤.05.

Results: The study comprised a sample of 40 patients with low back pain; 12 (40%) were female and 28 (60%) were male, with a mean age of 37.85 (SD 12.15) years. The pre- and posttest mean pain scores were 7.60 (SD 1.84) and 4.20 (SD 1.62) in group A, 6.60 (SD 1.776) and 5.90 (SD 1.73) in group B, 6.90 (SD 1.73) and 5.40 (SD 1.07) in group C, and 7.10 (SD 1.53) and 3.60 (SD 0.97) in group D, respectively. The mean pain score differences of group D (combining the Reflex Ridge and Body Ball games with back-strengthening exercises) compared to groups A, B, and C were -.60 (P=.76), -2.30 (P<.001), and -1.80 (P=.03), respectively. Regarding the range of motion, the forward lumbar flexion mean differences of group D compared to groups A, B, and C were 3.80 (P=.21), 4.80 (P=.07), and 7.40 (P<.001), respectively. Similarly, the right lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P=.04), 5.20 (P<.001), and 4.80 (P<.001), respectively. The left lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P<.001), 4.80 (P=.02), and 2.20 (P<.001). respectively, showing significant pre- and posttreatment effects.

Conclusions: VR exercises had statistically significant effects on improving pain, low back disability, and range of motion in all groups, but the combination of Reflex Ridge and Body Ball games with back-strengthening exercises had dominant effects compared to the other groups.

Trial registration: Iranian Registry of Clinical Trial IRCT20200330046895N1; https://en.irct.ir/trial/46916.

背景:腰痛是全球常见的健康问题。根据疼痛的持续时间,可分为急性、亚急性或慢性腰痛。不同的治疗策略可用于减轻慢性腰痛。虚拟现实(VR)是一种新型的背痛康复方法。目的:本研究旨在比较虚拟现实游戏对慢性腰痛的治疗效果。方法:对40例慢性腰痛患者进行准实验研究。数据是使用不可能的、方便的采样技术收集的。在巴基斯坦拉合尔政府服务医院理疗科就诊的患者被招募,并平均分为4组。A组接受Reflex Ridge比赛;B组接受美体球比赛;C组将不进行背部强化训练的2个游戏合并;D组将2个游戏与背部强化训练相结合。参与者接受了8次治疗,每次3次。结果是测试前和测试后对疼痛强度、下背部残疾和腰椎活动范围的测量。重复测量方差分析用于组间和组内比较,显著性P≤.05。结果:该研究包括40名腰痛患者的样本;女性12例(40%),男性28例(60%),平均年龄37.85岁(SD 12.15)。测试前和测试后的平均疼痛评分A组分别为7.60(SD 1.84)和4.20(SD 1.62),B组分别为6.60(SD 1.776)和5.90(SD 1.76),C组分别为6.90(SD 1.75)和5.40(SD 1.07),D组分别为7.10(SD 1.53)和3.60(SD 0.97)。D组(将反射脊和身体球游戏与背部强化训练相结合)与A、B和C组相比,平均疼痛评分差异为-0.60(P=.76),-2.30(结论:VR运动在所有组中对改善疼痛、下背部残疾和运动范围具有统计学上显著的效果,但与其他组相比,反射脊和身体球游戏与背部强化运动相结合具有主导作用。试验注册:伊朗临床试验注册中心IRCT202000330046895N1;https://en.irct.ir/trial/46916.
{"title":"Effects of Virtual Reality Exercises on Chronic Low Back Pain: Quasi-Experimental Study.","authors":"M Waqar Afzal,&nbsp;Ashfaq Ahmad,&nbsp;Hafiz Muhammad Bilal Hanif,&nbsp;Nauman Chaudhary,&nbsp;Syed Amir Gilani","doi":"10.2196/43985","DOIUrl":"10.2196/43985","url":null,"abstract":"<p><strong>Background: </strong>Low back pain is a common health problem globally. Based on the duration of pain, it is classified as acute, subacute, or chronic low back pain. Different treatment strategies are available to reduce chronic low back pain. Virtual reality (VR) is a novel approach in back pain rehabilitation.</p><p><strong>Objective: </strong>This study aimed to compare the effects of VR games on chronic low back pain.</p><p><strong>Methods: </strong>This quasi-experimental study was conducted among 40 patients with chronic low back pain. The data were collected using a nonprobability, convenient sampling technique. Patients visiting the Department of Physiotherapy, Government Services Hospital, Lahore, Pakistan, were recruited and equally divided into 4 groups. Group A received the Reflex Ridge game; group B received the Body Ball game; group C combined the 2 games without back-strengthening exercises; and group D combined the 2 games with back-strengthening exercises. The participants received 8 treatment sessions, with 3 sessions/wk. The outcomes were pre- and posttest measurements of pain intensity, low back disability, and lumbar range of motion. The repeated measurement ANOVA was used for inter- and intragroup comparison, with significance at P≤.05.</p><p><strong>Results: </strong>The study comprised a sample of 40 patients with low back pain; 12 (40%) were female and 28 (60%) were male, with a mean age of 37.85 (SD 12.15) years. The pre- and posttest mean pain scores were 7.60 (SD 1.84) and 4.20 (SD 1.62) in group A, 6.60 (SD 1.776) and 5.90 (SD 1.73) in group B, 6.90 (SD 1.73) and 5.40 (SD 1.07) in group C, and 7.10 (SD 1.53) and 3.60 (SD 0.97) in group D, respectively. The mean pain score differences of group D (combining the Reflex Ridge and Body Ball games with back-strengthening exercises) compared to groups A, B, and C were -.60 (P=.76), -2.30 (P<.001), and -1.80 (P=.03), respectively. Regarding the range of motion, the forward lumbar flexion mean differences of group D compared to groups A, B, and C were 3.80 (P=.21), 4.80 (P=.07), and 7.40 (P<.001), respectively. Similarly, the right lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P=.04), 5.20 (P<.001), and 4.80 (P<.001), respectively. The left lateral lumbar flexion mean differences of group D compared to groups A, B, and C were 2.80 (P<.001), 4.80 (P=.02), and 2.20 (P<.001). respectively, showing significant pre- and posttreatment effects.</p><p><strong>Conclusions: </strong>VR exercises had statistically significant effects on improving pain, low back disability, and range of motion in all groups, but the combination of Reflex Ridge and Body Ball games with back-strengthening exercises had dominant effects compared to the other groups.</p><p><strong>Trial registration: </strong>Iranian Registry of Clinical Trial IRCT20200330046895N1; https://en.irct.ir/trial/46916.</p>","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"10 ","pages":"e43985"},"PeriodicalIF":0.0,"publicationDate":"2023-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10541639/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10261090","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
Economic Evaluation of Telerehabilitation: Systematic Literature Review of Cost-Utility Studies. 远程康复的经济评估:成本效用研究的系统文献综述。
Q2 Medicine Pub Date : 2023-09-05 DOI: 10.2196/47172
Sandrine Baffert, Nawale Hadouiri, Cécile Fabron, Floriane Burgy, Aurelia Cassany, Gilles Kemoun

Background: Telerehabilitation could benefit a large population by increasing adherence to rehabilitation protocols.

Objective: Our objective was to review and discuss the use of cost-utility approaches in economic evaluations of telerehabilitation interventions.

Methods: A review of the literature on PubMed, Scopus, Centres for Review and Dissemination databases (including the HTA database, the Database of Abstracts of Reviews of Effects, and the NHS Economic Evaluation Database), Cochrane Library, and ClinicalTrials.gov (last search on February 8, 2021) was conducted in accordance with PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The inclusion criteria were defined in accordance with the PICOS (population, intervention, comparison, outcomes, and study design) system: the included studies had to evaluate patients in rehabilitation therapy for all diseases and disorders (population) through exercise-based telerehabilitation (intervention) and had to have a control group that received face-to-face rehabilitation (comparison), and these studies had to evaluate effectiveness through gain in quality of life (outcome) and used the design of randomized and controlled clinical studies (study).

Results: We included 11 economic evaluations, of which 6 concerned cardiovascular diseases. Several types of interventions were assessed as telerehabilitation, consisting in monitoring of rehabilitation at home (monitored by physicians) or a rehabilitation program with exercise and an educational intervention at home alone. All studies were based on randomized clinical trials and used a validated health-related quality of life instrument to describe patients' health states. Four evaluations used the EQ-5D, 1 used the EQ-5D-5L, 2 used the EQ-5D-3L, 3 used the Short-Form Six-Dimension questionnaire, and 1 used the 36-item Short Form survey. The mean quality-adjusted life years gained using telerehabilitation services varied from -0.09 to 0.89. These results were reported in terms of the probability that the intervention was cost-effective at different thresholds for willingness-to-pay values. Most studies showed results about telerehabilitation as dominant (ie, more effective and less costly) together with superiority or noninferiority in outcomes.

Conclusions: There is evidence to support telerehabilitation as a cost-effective intervention for a large population among different disease areas. There is a need for conducting cost-effectiveness studies in countries because the available evidence has limited generalizability in such countries.

Trial registration: PROSPERO CRD42021248785; https://tinyurl.com/4xurdvwf.

背景:远程康复可以通过增加对康复协议的遵守,使大量人群受益。目的:我们的目的是回顾和讨论成本效用方法在远程康复干预的经济评估中的应用。方法:查阅PubMed、Scopus、审查和传播中心数据库(包括HTA数据库、效果审查摘要数据库和NHS经济评估数据库)、Cochrane图书馆、,和ClinicalTrials.gov(最后一次搜索于2021年2月8日)是根据PRISMA(系统评价和荟萃分析的首选报告项目)指南进行的。纳入标准是根据PICOS(人群、干预、比较、结果和研究设计)系统定义的:纳入的研究必须通过基于锻炼的远程康复(干预)评估所有疾病和障碍(人群)的康复治疗患者,并且必须有一个接受面对面康复(比较)的对照组,结果:纳入11项经济评价,其中6项涉及心血管疾病。有几种类型的干预措施被评估为远程康复,包括在家监测康复(由医生监测)或单独在家进行锻炼和教育干预的康复计划。所有研究都基于随机临床试验,并使用经验证的健康相关生活质量工具来描述患者的健康状况。4项评估使用EQ-5D,1项使用EQ-5D-5L,2项使用EQ-54D-3L,3项使用简式六维问卷,1项采用36项简式调查。使用远程康复服务获得的经质量调整的平均寿命在-0.09至0.89之间。这些结果是根据干预在不同的支付意愿阈值下具有成本效益的概率来报告的。大多数研究表明,远程康复的结果占主导地位(即更有效、成本更低),同时在结果上具有优势或非劣势。结论:有证据支持远程康复作为一种成本效益高的干预措施,适用于不同疾病地区的大量人群。有必要在各国进行成本效益研究,因为现有证据在这些国家的可推广性有限。试验注册:PROSPERO CRD42021248785;https://tinyurl.com/4xurdvwf.
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引用次数: 0
Consumer Perceptions of Home-Based Percussive Massage Therapy for Musculoskeletal Concerns: A Qualitative Analysis (Preprint) 消费者对用于治疗肌肉骨骼问题的家庭撞击式按摩疗法的看法:定性分析(预印本)
Q2 Medicine Pub Date : 2023-08-30 DOI: 10.2196/52328
Saloni Butala, P. V. Galido, Benjamin K.P. Woo
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引用次数: 0
Examining Usability, Acceptability, and Adoption of a Self-Directed, Technology-Based Intervention for Upper Limb Rehabilitation After Stroke: Cohort Study. 检验基于技术的中风后上肢康复自我指导干预的可用性、可接受性和采用率:队列研究。
Q2 Medicine Pub Date : 2023-08-21 DOI: 10.2196/45993
Michelle Broderick, Robert O'Shea, Jane Burridge, Sara Demain, Louise Johnson, Paul Bentley

Background: Upper limb (UL) recovery after stroke is strongly dependent upon rehabilitation dose. Rehabilitation technologies present pragmatic solutions to dose enhancement, complementing therapeutic activity within conventional rehabilitation, connecting clinicians with patients remotely, and empowering patients to drive their own recovery. To date, rehabilitation technologies have been poorly adopted. Understanding the barriers to adoption may shape strategies to enhance technology use and therefore increase rehabilitation dose, thus optimizing recovery potential.

Objective: We examined the usability, acceptability, and adoption of a self-directed, exercise-gaming technology within a heterogeneous stroke survivor cohort and investigated how stroke survivor characteristics, technology usability, and attitudes toward technology influenced adoption.

Methods: A feasibility study of a novel exercise-gaming technology for self-directed UL rehabilitation in early subacute stroke survivors (N=30) was conducted in an inpatient, acute hospital setting. Demographic and clinical characteristics were recorded; participants' performance in using the system (usability) was assessed using a 4-point performance rating scale (adapted from the Barthel index), and adherence with the system was electronically logged throughout the trial. The technology acceptance model was used to formulate a survey examining the acceptability of the system. Spearman rank correlations were used to examine associations between participant characteristics, user performance (usability), end-point technology acceptance, and intervention adherence (adoption).

Results: The technology was usable for 87% (n=26) of participants, and the overall technology acceptance rating was 68% (95% CI 56%-79%). Participants trained with the device for a median of 26 (IQR 16-31) minutes daily over an enrollment period of 8 (IQR 5-14) days. Technology adoption positively correlated with user performance (usability) (ρ=0.55; 95% CI 0.23-0.75; P=.007) and acceptability as well as domains of perceived usefulness (ρ=0.42; 95% CI 0.09-0.68; P=.03) and perceived ease of use (ρ=0.46; 95% CI 0.10-0.74; P=.02). Technology acceptance decreased with increased global stroke severity (ρ=-0.56; 95% CI -0.79 to -0.22; P=.007).

Conclusions: This technology was usable and acceptable for the majority of the cohort, who achieved an intervention dose with technology-facilitated, self-directed UL training that exceeded conventional care norms. Technology usability and acceptability were determinants of adoption and appear to be mediated by stroke severity. The results demonstrate the importance of selecting technologies for stroke survivors on the basis of individual needs and abilities, as well as optimizing the accessibility of technologies for the target user group. Facilitating changes in stroke survivors' beli

背景:中风后上肢(UL)的恢复在很大程度上取决于康复剂量。康复技术是提高康复剂量的实用解决方案,可补充传统康复的治疗活动,远程连接临床医生与患者,并使患者有能力推动自身康复。迄今为止,康复技术的采用率还很低。了解采用康复技术的障碍可以制定相关策略,提高技术的使用率,从而增加康复剂量,优化康复潜力:我们在一个异质性中风幸存者队列中考察了自我指导的运动游戏技术的可用性、可接受性和采用情况,并研究了中风幸存者特征、技术可用性和对技术的态度如何影响技术的采用:方法: 在一家急症医院的住院环境中,对一种新型运动游戏技术进行了可行性研究,该技术用于早期亚急性中风幸存者(30 人)的自主 UL 康复。研究人员记录了参与者的人口统计学特征和临床特征;使用 4 点性能评分量表(改编自巴特尔指数)评估了参与者使用系统的性能(可用性),并在整个试验过程中以电子方式记录了对系统的依从性。采用技术接受度模型制定了一项调查,以考察系统的可接受性。斯皮尔曼等级相关性用于研究参与者特征、用户表现(可用性)、终点技术接受度和干预坚持度(采用)之间的关联:87%(n=26)的参与者可以使用该技术,总体技术接受度为 68%(95% CI 56%-79%)。在 8 天(IQR 5-14 天)的注册期内,参与者每天使用该设备进行训练的时间中位数为 26 分钟(IQR 16-31 分钟)。技术采用与用户性能(可用性)(ρ=0.55;95% CI 0.23-0.75;P=.007)和可接受性以及感知有用性(ρ=0.42;95% CI 0.09-0.68;P=.03)和感知易用性(ρ=0.46;95% CI 0.10-0.74;P=.02)呈正相关。技术接受度随中风严重程度的增加而降低(ρ=-0.56;95% CI -0.79--0.22;P=.007):这项技术对大多数研究对象来说都是可用和可接受的,他们通过技术辅助、自我指导的 UL 训练达到的干预剂量超过了常规护理标准。技术的可用性和可接受性是采用该技术的决定因素,并且似乎受中风严重程度的影响。研究结果表明,根据个人需求和能力为中风幸存者选择技术以及优化技术对目标用户群的可及性非常重要。促进中风幸存者改变对康复技术的信念和态度可能会提高技术的采用率。要了解如何优化技术才能使更严重的中风患者受益,还需要进一步的工作。
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引用次数: 0
Managing Musculoskeletal Pain in Older Adults Through a Digital Care Solution: Secondary Analysis of a Prospective Clinical Study. 通过数字护理解决方案管理老年人肌肉骨骼疼痛:一项前瞻性临床研究的二次分析。
Q2 Medicine Pub Date : 2023-08-15 DOI: 10.2196/49673
Anabela C Areias, Dora Janela, Maria Molinos, Robert G Moulder, Virgílio Bento, Vijay Yanamadala, Steven P Cohen, Fernando Dias Correia, Fabíola Costa

Background: Aging is closely associated with an increased prevalence of musculoskeletal conditions. Digital musculoskeletal care interventions emerged to deliver timely and proper rehabilitation; however, older adults frequently face specific barriers and concerns with digital care programs (DCPs).

Objective: This study aims to investigate whether known barriers and concerns of older adults impacted their participation in or engagement with a DCP or the observed clinical outcomes in comparison with younger individuals.

Methods: We conducted a secondary analysis of a single-arm investigation assessing the recovery of patients with musculoskeletal conditions following a DCP for up to 12 weeks. Patients were categorized according to age: ≤44 years old (young adults), 45-64 years old (middle-aged adults), and ≥65 years old (older adults). DCP access and engagement were evaluated by assessing starting proportions, completion rates, ability to perform exercises autonomously, assistance requests, communication with their physical therapist, and program satisfaction. Clinical outcomes included change between baseline and program end for pain (including response rate to a minimal clinically important difference of 30%), analgesic usage, mental health, work productivity, and non-work-related activity impairment.

Results: Of 16,229 patients, 12,082 started the program: 38.3% (n=4629) were young adults, 55.7% (n=6726) were middle-aged adults, and 6% (n=727) were older adults. Older patients were more likely to start the intervention and to complete the program compared to young adults (odds ratio [OR] 1.72, 95% CI 1.45-2.06; P<.001 and OR 2.40, 95% CI 1.97-2.92; P<.001, respectively) and middle-aged adults (OR 1.22, 95% CI 1.03-1.45; P=.03 and OR 1.38, 95% CI 1.14-1.68; P=.001, respectively). Whereas older patients requested more technical assistance and exhibited a slower learning curve in exercise performance, their engagement was higher, as reflected by higher adherence to both exercise and education pieces. Older patients interacted more with the physical therapist (mean 12.6, SD 18.4 vs mean 10.7, SD 14.7 of young adults) and showed higher satisfaction scores (mean 8.7, SD 1.9). Significant improvements were observed in all clinical outcomes and were similar between groups, including pain response rates (young adults: 949/1516, 62.6%; middle-aged adults: 1848/2834, 65.2%; and older adults: 241/387, 62.3%; P=.17).

Conclusions: Older adults showed high adherence, engagement, and satisfaction with the DCP, which were greater than in their younger counterparts, together with significant clinical improvements in all studied outcomes. This suggests DCPs can successfully address and overcome some of the barriers surrounding the participation and adequacy of digital models in the older adult population.

背景:衰老与肌肉骨骼疾病患病率的增加密切相关。数字肌肉骨骼护理干预措施的出现,提供及时和适当的康复;然而,老年人经常面临数字护理计划(dcp)的特定障碍和担忧。目的:本研究旨在调查与年轻人相比,已知的障碍和担忧是否会影响老年人参与或参与DCP或观察到的临床结果。方法:我们对一项单臂研究进行了二次分析,评估DCP长达12周后肌肉骨骼疾病患者的恢复情况。患者按年龄分为:≤44岁(青壮年)、45-64岁(中年人)、≥65岁(老年人)。通过评估开始比例、完成率、自主进行锻炼的能力、援助请求、与物理治疗师的沟通以及项目满意度来评估DCP的使用和参与程度。临床结果包括基线和项目结束时疼痛的变化(包括反应率达到30%的最小临床重要差异)、止痛药的使用、心理健康、工作效率和与工作无关的活动障碍。结果:在16,229例患者中,12,082例开始了该计划:38.3% (n=4629)为年轻人,55.7% (n=6726)为中年人,6% (n=727)为老年人。与年轻人相比,老年患者更有可能开始干预并完成该计划(优势比[OR] 1.72, 95% CI 1.45-2.06;结论:老年人对DCP表现出高度的依从性、参与度和满意度,高于年轻人,所有研究结果均有显著的临床改善。这表明dcp可以成功地解决和克服围绕老年人参与和数字模型充分性的一些障碍。
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引用次数: 0
Methodologies for Evaluating the Usability of Rehabilitation Technologies Aimed at Supporting Shared Decision-Making: Scoping Review. 旨在支持共享决策的康复技术可用性评估方法:范围审查。
Q2 Medicine Pub Date : 2023-08-15 DOI: 10.2196/41359
Rehab Alhasani, Nicole George, Dennis Radman, Claudine Auger, Sara Ahmed
<p><strong>Background: </strong>The field of rehabilitation has seen a recent rise in technologies to support shared decision-making (SDM). Usability testing during the design process of SDM technologies is needed to optimize adoption and realize potential benefits. There is variability in how usability is defined and measured. Given the complexity of usability, a thorough examination of the methodologies used to measure usability to develop the SDM technologies used in rehabilitation care is needed.</p><p><strong>Objective: </strong>This scoping review aims to answer the following research questions: which methods and measures have been used to produce knowledge about the usability of rehabilitation technologies aimed at supporting SDM at the different phases of development and implementation? Which parameters of usability have been measured and reported?</p><p><strong>Methods: </strong>This review followed the Arksey and O'Malley framework. An electronic search was performed in the Ovid MEDLINE, Embase, CINAHL, and PsycINFO databases from January 2005 up to November 2020. In total, 2 independent reviewers screened all retrieved titles, abstracts, and full texts according to the inclusion criteria and extracted the data. The International Organization for Standardization framework was used to define the scope of usability (effectiveness, efficiency, and satisfaction). The characteristics of the studies were outlined in a descriptive summary. Findings were categorized based on usability parameters, technology interventions, and measures of usability.</p><p><strong>Results: </strong>A total of 38 articles were included. The most common SDM technologies were web-based aids (15/33, 46%). The usability of SDM technologies was assessed during development, preimplementation, or implementation, using 14 different methods. The most frequent methods were questionnaires (24/38, 63%) and semistructured interviews (16/38, 42%). Satisfaction (27/38, 71%) was the most common usability parameter mapped to types of SDM technologies and usability evaluation methods. User-centered design (9/15, 60%) was the most frequently used technology design framework.</p><p><strong>Conclusions: </strong>The results from this scoping review highlight the importance and the complexity of usability evaluation. Although various methods and measures were shown to be used to evaluate the usability of technologies to support SDM in rehabilitation, very few evaluations used in the included studies were found to adequately span the selected usability domains. This review identified gaps in usability evaluation, as most studies (24/38, 63%) relied solely on questionnaires rather than multiple methods, and most questionnaires simply focused on the usability parameter of satisfaction. The consideration of end users (such as patients and clinicians) is of particular importance for the development of technologies to support SDM, as the process of SDM itself aims to improve patient-centered
背景:康复领域最近出现了支持共同决策(SDM)的技术。需要在SDM技术的设计过程中进行可用性测试,以优化采用并实现潜在的好处。如何定义和衡量可用性存在可变性。鉴于可用性的复杂性,需要对用于测量可用性的方法进行彻底的检查,以开发用于康复护理的SDM技术。目的:本综述旨在回答以下研究问题:在发展和实施的不同阶段,哪些方法和措施被用于产生有关康复技术可用性的知识,以支持SDM ?哪些可用性参数已经被测量和报告?方法:本综述遵循Arksey和O'Malley框架。从2005年1月至2020年11月,在Ovid MEDLINE、Embase、CINAHL和PsycINFO数据库中进行电子检索。共有2名独立审稿人根据纳入标准筛选所有检索到的标题、摘要和全文,并提取数据。国际标准化组织框架被用来定义可用性的范围(有效性、效率和满意度)。在一份描述性摘要中概述了这些研究的特点。结果根据可用性参数、技术干预和可用性度量进行分类。结果:共纳入38篇文献。最常见的SDM技术是基于网络的辅助工具(15/33,46%)。使用14种不同的方法,在开发、预实现或实现期间评估SDM技术的可用性。最常用的方法是问卷调查(24/38,63%)和半结构化访谈(16/38,42%)。满意度(27/ 38,71%)是映射到SDM技术类型和可用性评估方法的最常见可用性参数。以用户为中心的设计(9/15,60%)是最常用的技术设计框架。结论:这个范围审查的结果突出了可用性评估的重要性和复杂性。尽管各种方法和措施被用来评估支持SDM康复技术的可用性,但在所纳入的研究中发现,很少有评估能够充分跨越所选的可用性领域。这篇综述发现了可用性评估的差距,因为大多数研究(24/38,63%)只依赖于问卷调查,而不是多种方法,大多数问卷调查只关注满意度的可用性参数。考虑终端用户(如患者和临床医生)对于支持SDM的技术开发尤其重要,因为SDM过程本身旨在改善以患者为中心的护理,并将患者和临床医生的声音整合到他们的康复护理中。
{"title":"Methodologies for Evaluating the Usability of Rehabilitation Technologies Aimed at Supporting Shared Decision-Making: Scoping Review.","authors":"Rehab Alhasani, Nicole George, Dennis Radman, Claudine Auger, Sara Ahmed","doi":"10.2196/41359","DOIUrl":"10.2196/41359","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;The field of rehabilitation has seen a recent rise in technologies to support shared decision-making (SDM). Usability testing during the design process of SDM technologies is needed to optimize adoption and realize potential benefits. There is variability in how usability is defined and measured. Given the complexity of usability, a thorough examination of the methodologies used to measure usability to develop the SDM technologies used in rehabilitation care is needed.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This scoping review aims to answer the following research questions: which methods and measures have been used to produce knowledge about the usability of rehabilitation technologies aimed at supporting SDM at the different phases of development and implementation? Which parameters of usability have been measured and reported?&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This review followed the Arksey and O'Malley framework. An electronic search was performed in the Ovid MEDLINE, Embase, CINAHL, and PsycINFO databases from January 2005 up to November 2020. In total, 2 independent reviewers screened all retrieved titles, abstracts, and full texts according to the inclusion criteria and extracted the data. The International Organization for Standardization framework was used to define the scope of usability (effectiveness, efficiency, and satisfaction). The characteristics of the studies were outlined in a descriptive summary. Findings were categorized based on usability parameters, technology interventions, and measures of usability.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;A total of 38 articles were included. The most common SDM technologies were web-based aids (15/33, 46%). The usability of SDM technologies was assessed during development, preimplementation, or implementation, using 14 different methods. The most frequent methods were questionnaires (24/38, 63%) and semistructured interviews (16/38, 42%). Satisfaction (27/38, 71%) was the most common usability parameter mapped to types of SDM technologies and usability evaluation methods. User-centered design (9/15, 60%) was the most frequently used technology design framework.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The results from this scoping review highlight the importance and the complexity of usability evaluation. Although various methods and measures were shown to be used to evaluate the usability of technologies to support SDM in rehabilitation, very few evaluations used in the included studies were found to adequately span the selected usability domains. This review identified gaps in usability evaluation, as most studies (24/38, 63%) relied solely on questionnaires rather than multiple methods, and most questionnaires simply focused on the usability parameter of satisfaction. The consideration of end users (such as patients and clinicians) is of particular importance for the development of technologies to support SDM, as the process of SDM itself aims to improve patient-centered","PeriodicalId":36224,"journal":{"name":"JMIR Rehabilitation and Assistive Technologies","volume":"10 ","pages":"e41359"},"PeriodicalIF":0.0,"publicationDate":"2023-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10466154/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"10127210","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
Experiences With In-Person and Virtual Health Care Services for People With Chronic Obstructive Pulmonary Disease: Qualitative Study. 慢性阻塞性肺疾病患者的面对面和虚拟卫生保健服务经验:定性研究。
Q2 Medicine Pub Date : 2023-08-14 DOI: 10.2196/43237
Thea Krag, Emma Højgaard Jørgensen, Klaus Phanareth, Lars Kayser

Background: The World Health Organization and the European Commission predict increased use of health technologies in the future care for patients in Europe. Studies have shown that services based on telehealth, which includes components of education, as well as rehabilitation initiatives can support the self-management of individuals living with COPD. This raises an interest in how virtual and in-person interactions and roles can best be organized in a way that suits people living with COPD in relation to their treatment and rehabilitation.

Objective: This study aims to investigate how individuals living with COPD experience different combinations of virtual and in-person care, to help us better understand what aspects are valued and how to best combine elements of these services in future care.

Methods: Two rounds of semistructured interviews were conducted with 13 and 4 informants, respectively. The individuals were all recruited in relation to a research project led by the telehealth initiative Epital Health. The first round of interviews included 11 informants, as 2 dropped out. Of these, 7 received the telemedicine service provided by Epital Health, 3 participated in a 12-week COPD program provided by their respective municipality, and 1 did not receive any supplementary service besides the usual care. In the second round, which included 4 informants, all had at one point received the telemedicine service and participated in a municipality-based rehabilitation program. A content analysis of the interviews was performed based on deductive coding with 4 categories, namely, (1) Self-management, (2) Health-related support, (3) Digital context, and (4) Well-being.

Results: Medical and emotional support from health care professionals is a key aspect of care for individuals with COPD. Acute treatment with at-home medicine, monitoring one's own condition through technology, and having easy access and close contact with health care professionals familiar to them can promote self-management and well-being, as well as provide a feeling of security. Having regular meetings with a network of peers and health care professionals provides education, support, and tools to cope with the condition and improve own health. Furthermore, group-based activity motivates and increases the activity level of the individuals. Continued offers of services are desired as many experience a decrease in achieved benefits after the service ends. More emphasis is placed on the importance of the therapeutic and medical elements of care compared with factors such as technology. The identified barriers related to optimal utilization of the virtual service were related to differentiation in levels of contact depending on disease severity and skills related to the practical use of equipment.

Conclusions: A combination of virtual and in-person services providing lasting m

背景:世界卫生组织和欧洲委员会预测,未来欧洲对患者的护理将增加卫生技术的使用。研究表明,基于远程保健的服务(包括教育的组成部分)以及康复举措可以支持慢性阻塞性肺病患者的自我管理。这引起了人们的兴趣,即如何以最适合COPD患者治疗和康复的方式组织虚拟和面对面的互动和角色。目的:本研究旨在调查慢性阻塞性肺病患者如何体验虚拟和面对面护理的不同组合,以帮助我们更好地了解哪些方面是有价值的,以及如何在未来的护理中最好地结合这些服务的要素。方法:采用两轮半结构化访谈法,分别对13名和4名被调查者进行访谈。这些人都是在远程医疗倡议“首都健康”领导的一个研究项目中招募的。第一轮采访包括11名举报人,其中2人退出。其中,7人接受了Epital Health提供的远程医疗服务,3人参加了由各自所在城市提供的为期12周的COPD项目,1人除了常规护理外没有接受任何补充服务。在第二轮调查中,包括4名举报人,他们都曾接受过远程医疗服务,并参加了以市政为基础的康复计划。基于演绎编码对访谈进行内容分析,分为4个类别,即(1)自我管理,(2)健康相关支持,(3)数字环境和(4)幸福感。结果:医疗保健专业人员的医疗和情感支持是COPD患者护理的关键方面。使用家庭药物进行急性治疗,通过技术监测自己的病情,并与熟悉的卫生保健专业人员轻松接触和密切联系,可以促进自我管理和福祉,并提供一种安全感。定期与同龄人和卫生保健专业人员举行会议,为应对这种情况和改善自己的健康提供教育、支持和工具。此外,以群体为基础的活动激励和提高了个人的活动水平。由于许多人在服务结束后所获得的收益减少,因此希望继续提供服务。与技术等因素相比,更强调护理的治疗和医疗因素的重要性。所确定的与最佳利用虚拟服务有关的障碍与根据疾病严重程度和与设备实际使用有关的技能而存在的接触程度差异有关。结论:未来建议将虚拟服务和面对面服务相结合,提供持久的医疗和社会支持。这应以慢性阻塞性肺病患者的偏好和需求为基础,并支持与护理人员和同伴的关系。
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