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Understanding the Relationship Between User Game Preferences and Depressive Symptoms: A Pilot Study. 了解用户游戏偏好与抑郁症状之间的关系:一项试点研究。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-07-10 DOI: 10.1089/g4h.2023.0174
Nilufar Baghaei, Sarah Abdulkhalek, Kaitlin Moat, Wenge Xu, Hai-Ning Liang

Objective: Following the initial measures taken to manage the repercussions of the COVID-19 pandemic, mental health conditions have become a critical concern. Mental health has become a foremost priority not only for health care providers but also for many other organizations, such as educational institutions, companies, and government agencies. A significant proportion of the Australian population having experienced mental disorders highlights the need for effective interventions. Those with pre-existing mental health issues experienced particularly pronounced effects. Among these challenges, advancements in technology offer new possibilities for mental health support. Videogames have shown effectiveness in mitigating symptoms of depression. Previous research has shown that game interface preferences correlate with players' emotional responses. This study aims to use MoodJumper, a game we designed, developed, and evaluated to examine the choice of game preferences in individuals with depressive symptoms. Materials and Methods: A pilot study was carried out after obtaining the Human Ethics committee's approval (n = 20). The participants were asked to fill out a Patient Health Questionnaire-9 (PHQ-9) questionnaire. They then played with the MoodJumper game for 20-30 minutes. Upon completing the game session, they were asked to fill out a questionnaire regarding their experience. Results: The results indicate a nonsignificant correlation between music preference, the direction of movement, and depressive symptoms meaning no significant relationship was found between depressive symptoms and chosen settings. However, a significant negative correlation was found between decision-making ability regarding game preferences and Patient Health Questionnaire-9 scores showing the difficulty of choosing preferred settings when having depressive symptoms. Conclusion: This contribution paves the way for designing and evaluating more impactful game experiences for individuals with mental health challenges.

目的:在采取初步措施应对 COVID-19 大流行病的影响之后,精神健康状况已成为一个重要问题。心理健康不仅是医疗保健提供者的首要任务,也是教育机构、公司和政府机构等许多其他组织的首要任务。澳大利亚有相当大比例的人口都曾有过精神障碍,这凸显了采取有效干预措施的必要性。那些原本就有心理健康问题的人受到的影响尤为明显。在这些挑战中,技术的进步为心理健康支持提供了新的可能性。视频游戏在减轻抑郁症状方面显示出了有效性。先前的研究表明,游戏界面的偏好与玩家的情绪反应相关。本研究旨在利用我们设计、开发和评估的游戏 "MoodJumper "来研究抑郁症患者对游戏的偏好选择。材料与方法在获得人类伦理委员会的批准后,我们开展了一项试点研究(n = 20)。参与者被要求填写一份患者健康问卷-9(PHQ-9)。然后,他们玩了 20-30 分钟的 MoodJumper 游戏。游戏结束后,他们被要求填写一份关于游戏体验的问卷。结果显示结果表明,音乐偏好、运动方向和抑郁症状之间存在非显著相关性,这意味着抑郁症状与所选设置之间没有显著关系。然而,有关游戏偏好的决策能力与患者健康问卷-9 评分之间存在明显的负相关,这表明在出现抑郁症状时,很难选择偏好的设置。结论这项研究为设计和评估对有心理健康问题的人更有影响力的游戏体验铺平了道路。
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引用次数: 0
Effect of Adding Virtual Reality Training to Traditional Exercise Program on Pain, Mental Status and Psychological Status in Unilateral Traumatic Lower Limb Amputees: A Randomized Controlled Trial. 在传统锻炼计划中加入虚拟现实训练对单侧创伤性下肢截肢者的疼痛、精神状态和心理状态的影响:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-02-06 DOI: 10.1089/g4h.2023.0164
Rami L Abbas, Didier Cooreman, Hala Al Sultan, Mayssah El Nayal, Ibtissam M Saab, Ayman El Khatib, Aseel El Kawam, Ahmed M El Melhat

Background: Lower limb amputation is an emotionally devastating condition that causes a complete change in the quality of life, may lead to phantom limb pain in most of the cases, and puts the individual in a high risk of developing psychological disorders. The objective of this study is to evaluate the consequence of adding virtual reality (VR) to a traditional exercise program on pain, mental status, and psychological status in traumatic unilateral lower limb amputees (LLAs). Methods: Thirty-two traumatic LLAs were randomly assigned into two equal groups in this randomized control trial. Participants did accomplish a postfitting exercise program at least 6 months before enrolment; the control group (CG) underwent a traditional rehabilitation program, and experimental group (EG) had the same program, in addition to VR training. Data were collected before and after 6 weeks of intervention using visual analog scale (VAS) for pain, Beck's depression inventory (BDI) for depression, and 12-item short form survey for mental health summary (MHS) and physical health summary (PHS). Results: Thirty-two amputees (29 males and 3 females) were included with mean age in CGs and EG (27.6 ± 4) and (27.6 ± 7.6) years, respectively. Postintervention, the VAS score was significantly reduced only in EG (P = 0.003). Both groups showed significant improvement in BDI, MHS, and PHS (P < 0.05). However, the EG showed a superior significance in BDI and MHS scores (P < 0.05). There was no significance between groups in PHS score. Conclusion: Adding VR to conventional training is beneficial in decreasing pain and in improving depression and MHS of traumatic unilateral LLAs.

背景:下肢截肢是一种情绪上的破坏性疾病,会导致生活质量彻底改变,在大多数情况下可能会导致幻肢痛,并使患者极有可能患上心理疾病。本研究旨在评估在传统锻炼计划中加入虚拟现实(VR)对创伤性单侧下肢截肢者(LLAs)的疼痛、精神状态和心理状态的影响。研究方法在这项随机对照试验中,32 名外伤性下肢截肢者被随机分配到两个相同的小组。对照组(CG)接受传统的康复训练,实验组(EG)除了接受VR训练外,还接受同样的康复训练。干预前后 6 周的数据收集采用了疼痛视觉模拟量表(VAS)、贝克抑郁量表(BDI)、12 项心理健康摘要(MHS)和身体健康摘要(PHS)简表调查。结果:32名截肢者(29名男性和3名女性)接受了干预,CG和EG的平均年龄分别为(27.6 ± 4)岁和(27.6 ± 7.6)岁。干预后,只有 EG 的 VAS 评分明显降低(P = 0.003)。两组患者的 BDI、MHS 和 PHS 均有明显改善(P P 结论:在传统训练的基础上增加 VR,有利于减轻外伤性单侧 LLA 的疼痛,改善抑郁和 MHS。
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引用次数: 0
C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial. 降低老年人跌倒风险的 C-Mill 虚拟现实/增强现实跑步机训练:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-04-01 DOI: 10.1089/g4h.2023.0162
Ehab Mohamed Abd El-Kafy, Mohamad Salaheldien Alayat, Moayad Saleh Subahi, Mohammed Salem Badghish

Objective: Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. Results: Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. Conclusions: This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.

目的:跌倒被认为是可能影响老年人的主要问题之一,会导致多种健康问题。行走对环境需求的适应性是老年人安全行走的关键。本研究旨在评估虚拟现实(VR)/增强现实(AR)跑步机训练对老年人平衡能力和跌倒风险的影响。材料与方法:60 名年龄在 60 岁至 70 岁之间的沙特籍男女老年人参加了研究。参与者分为两组:实验组和对照组。两组均接受 1 小时的训练:30 分钟的常规练习和 30 分钟的 C-Mill VR/AR 跑步机步态训练。实验组在 C-Mill 跑步机上进行 VR 和 AR 游戏治疗。对照组则在没有 VR 和 AR 的 C-Mill 跑步机上进行步态训练。两组的训练均连续进行 6 周/每周 3 次。在基线、训练 6 周后和训练结束 4 周后,记录了以下变量的得分变化。这些变量包括完成定时起立行走(TUG)测试所需的时间、使用 Biodex 平衡系统(BBS)评估的跌倒风险(FR)测试和稳定性极限(LOS)测试的总体稳定性指数,以及完成 LOS 测试所需的时间。结果显示训练结束后,两组在所有测量变量上都有明显改善,而且这种改善在训练结束后持续了 4 周。与对照组相比,实验组在训练后所有测量变量的记录值均有较大改善。结论本研究认为,C-Mill VR/AR 跑步机训练能有效改善老年人的平衡控制能力,降低跌倒风险。
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引用次数: 0
The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. 在虚拟现实康复中增强患者动机的技术:综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 DOI: 10.1089/g4h.2023.0069
Chengjie Zhang, Suiran Yu

Virtual reality (VR) technology has experienced a steady rise and has been widely applied in the field of rehabilitation. The integration of VR technology in rehabilitation has shown promising results in enhancing their motivation for treatment, thereby enabling patients to actively engage in rehab training. Despite the advancement, there is a dearth of comprehensive summary and analysis on the use of VR technology to enhance patient motivation in rehabilitation. Thus, this narrative review aims to evaluate the potential of VR technology in enhancing patient motivation during motor rehabilitation training. This review commences with an explanation of how enhancing motivation through the VR rehabilitation system could improve the efficiency and effectiveness of rehabilitation training. Then, the technology was analyzed to improve patient motivation in the present VR rehabilitation system in detail. Furthermore, these technologies are classified and summarized to provide a comprehensive overview of the state-of-the-art approaches for enhancing patient motivation in VR rehabilitation. Findings showed VR rehabilitation training utilizes game-like exercises to enhance the engagement and enjoyment of rehabilitation training. By immersing patients in a simulated environment with multisensory feedback, VR systems offer a unique approach to rehabilitation that can lead to improved patient motivation. Both ultimately lead to improved patient outcomes, which is not typically achievable with traditional rehabilitation methods. The review concludes that VR rehabilitation presents an opportunity to improve patient motivation and adherence to long-term rehabilitation training. However, to further enhance patient self-efficacy, VR rehabilitation should integrate psychology and incorporate methods. Moreover, it is necessary to build a game design theory for rehabilitation games, and the latest VR feedback technology should also be introduced.

虚拟现实(VR)技术稳步发展,并已广泛应用于康复领域。将 VR 技术融入康复治疗,在提高患者治疗积极性方面取得了可喜的成果,从而使患者能够积极参与康复训练。尽管VR技术在康复领域取得了长足的进步,但目前还缺乏对VR技术在康复治疗中提高患者积极性的全面总结和分析。因此,本综述旨在评估 VR 技术在增强患者运动康复训练动机方面的潜力。这篇综述首先解释了如何通过 VR 康复系统增强动机来提高康复训练的效率和效果。然后,详细分析了目前 VR 康复系统中提高患者积极性的技术。此外,还对这些技术进行了分类和总结,以全面概述在 VR 康复中提高患者积极性的最先进方法。研究结果表明,VR 康复训练利用游戏式练习来提高康复训练的参与度和乐趣。通过让患者沉浸在具有多感官反馈的模拟环境中,VR 系统提供了一种独特的康复方法,可以提高患者的积极性。两者最终都能改善患者的治疗效果,而传统康复方法通常无法实现这一点。综述得出结论,VR 康复为提高患者的积极性和坚持长期康复训练提供了机会。然而,为了进一步提高患者的自我效能感,VR 康复应结合心理学和综合方法。此外,有必要建立康复游戏的游戏设计理论,并引入最新的 VR 反馈技术。
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引用次数: 0
Effects of Video-Based Exercises and Conventional Physiotherapy on Upper Extremity Functionality, Selective Motor Control, and Proprioception in Unilateral Cerebral Palsy: A Randomized Controlled Trial. 视频练习和传统物理治疗对单侧脑瘫患者上肢功能、选择性运动控制和运动感觉的影响:随机对照试验
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-08-01 Epub Date: 2024-07-29 DOI: 10.1089/g4h.2024.0044
Demet Gözaçan Karabulut, Çağtay Maden, Yalçın Karabulut, Mehmet Aslan

Objective: The present study was conducted to evaluate the effects of video-based exercises added to conventional physiotherapy (CPT) on upper extremity functionality, selective motor control, and proprioception in individuals with unilateral cerebral palsy (UCP). Materials and Methods: Thirty patients with UCP were randomized into two groups: the intervention group (15 individuals with a mean age of 9.2 ± 3.8 years) and the control group (15 individuals with a mean age of 8.3 ± 4.1 years). The intervention group received 8 weeks of video-based exercises, and the control group received 8 weeks of conventional physiotherapy. Upper extremity functional abilities, upper extremity selective motor control, proprioception, and entertainment levels were evaluated before and after the intervention for all groups. Results: While a significant change was observed in the mean scores of the ABILHAND-Kids, Selective Control of the Upper Extremity Scale right-left scores, shoulder flexion, shoulder abduction, and elbow flexion proprioception angles after the video-based exercises in the intervention group (P < 0.05), a significant change was observed only in the 60-degree flexion angle in the control group (P = 0.001). In the comparison between the groups, there were significant differences in post-intervention value only in shoulder flexion and abduction angles, whereas there was no difference between the groups in elbow flexion angles (P > 0.05). Conclusion: Incorporating video-based exercises into the upper extremity rehabilitation processes of individuals with UCP is beneficial in terms of upper extremity functionality, selective motor control, and proprioception.

研究目的本研究旨在评估在常规物理治疗(CPT)的基础上添加视频练习对单侧脑瘫(UCP)患者上肢功能、选择性运动控制和本体感觉的影响。材料与方法:30 名 UCP 患者被随机分为两组:干预组(15 人,平均年龄为 9.2 ± 3.8 岁)和对照组(15 人,平均年龄为 8.3 ± 4.1 岁)。干预组接受为期 8 周的视频练习,对照组接受为期 8 周的常规物理治疗。在干预前后,对各组的上肢功能能力、上肢选择性运动控制能力、本体感觉和娱乐水平进行了评估。结果显示干预组在进行视频练习后,ABILHAND-Kids、上肢选择性控制量表左右评分、肩关节屈曲、肩关节外展和肘关节屈曲本体感觉角度的平均得分均有明显变化(P < 0.05),而对照组仅在 60 度屈曲角度方面有明显变化(P = 0.001)。在组间比较中,只有肩关节屈伸角度和外展角度的干预后数值存在显著差异,而肘关节屈伸角度组间无差异(P > 0.05)。结论在 UCP 患者的上肢康复过程中加入视频练习对上肢功能、选择性运动控制和本体感觉都有益处。
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引用次数: 0
A Scoping Review on Mobile Health Technology for Assessment and Intervention of Upper Limb Motor Function in Children with Motor Impairments. 移动医疗技术用于评估和干预运动障碍儿童上肢运动功能的范围界定综述。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-25 DOI: 10.1089/g4h.2023.0224
Md Raihan Mia, Sheikh Iqbal Ahamed, Alissa Fial, Samuel Nemanich

Upper limb (UL) motor dysfunctions impact residual movement in hands/shoulders and limit participation in play, sports, and leisure activities. Clinical and laboratory assessments of UL movement can be time-intensive, subjective, and/or require specialized equipment and may not optimally capture a child's motor abilities. The restrictions to in-person research experienced during the COVID-19 pandemic have inspired investigators to design inclusive at-home studies with child participants and their families. Relying on the ubiquity of mobile devices, mobile health (mHealth) applications offer solutions for various clinical and research problems. This scoping review article aimed to aggregate and synthesize existing research that used health technology and mHealth approaches to evaluate and assess the hand function and UL movement in children with UL motor impairment. A scoping review based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews (PRISMA-ScR) model was conducted in March 2023 yielding 25 articles (0.32% of 7891 studies). Assessment characteristics included game or task-based tests (13/25, 52%), primarily for neurological disorders (e.g., autism spectrum disorder [ASD], dystonia, dysgraphia) or children with cerebral palsy (CP). Although several mHealth studies were conducted in the clinical environment (10/25, 40%), studies conducted at home or in nonclinical settings (15/25, 60%) reported acceptable and highly satisfactory to the patients as minimizing the potential risks in participation. Moreover, the remaining barriers to clinical translation included object manipulation on a touch screen, offline data analysis, real-world usability, and age-appropriate application design for the wider population. However, the results emphasize the exploration of mHealth over traditional approaches, enabling user-centered study design, family-oriented methods, and large-scale sampling in future research.

上肢(UL)运动功能障碍会影响手部/肩部的残余运动能力,限制儿童参与游戏、运动和休闲活动。临床和实验室对 UL 运动的评估可能需要大量时间、主观和/或需要专业设备,而且可能无法最佳地捕捉儿童的运动能力。COVID-19 大流行期间对现场研究的限制激发了研究人员与儿童参与者及其家人一起设计包容性的居家研究。移动医疗(mHealth)应用依托移动设备的普及,为各种临床和研究问题提供了解决方案。这篇范围界定综述文章旨在汇总和综合现有的研究,这些研究利用健康技术和移动保健方法来评估和评价 UL 运动障碍儿童的手部功能和 UL 运动。2023 年 3 月,根据《系统综述和荟萃分析首选报告项目》(Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews,PRISMA-ScR)模型进行了范围界定综述,共收到 25 篇文章(占 7891 项研究的 0.32%)。评估特征包括基于游戏或任务的测试(13/25,52%),主要针对神经系统疾病(如自闭症谱系障碍 [ASD]、肌张力障碍、书写障碍)或脑瘫(CP)儿童。虽然有几项移动保健研究是在临床环境中进行的(10/25,40%),但在家中或非临床环境中进行的研究(15/25,60%)报告称,患者可以接受并非常满意,因为这最大限度地降低了参与的潜在风险。此外,临床转化的其余障碍包括触摸屏上的物体操作、离线数据分析、现实世界的可用性以及针对更广泛人群的适龄应用设计。不过,研究结果强调了对移动医疗而非传统方法的探索,使以用户为中心的研究设计、以家庭为导向的方法和大规模抽样成为未来研究的可能。
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引用次数: 0
Comparison of Nonimmersive Virtual Reality and Task-Oriented Circuit Training on Gait, Balance, and Cognition Among Elderly Population: A Single-Blind Randomized Control Trial. 非沉浸式虚拟现实与以任务为导向的循环训练对老年人步态、平衡和认知能力的影响比较:单盲随机对照试验》。
IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-21 DOI: 10.1089/g4h.2022.0205
Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood

Purpose: The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. Methods: This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group. To analyze the effects of both training on balance and gait time up and go test (TUGT), dynamic gait index (DGI), measures were used and for cognitive domains Montreal cognitive assessment (MoCA) scale was used. Short form 12 (SF-12) (along with two domains, Physical Component Summary and Mental Component Summary) was used for the measurement of quality of life. The treatment duration was 8 weeks for both groups. Both the pre-test and post-test readings were analyzed and compared. Results: The mean age of participants was 66.91 ± 3.79 years. Within-group comparison between the pre-test and post-test indicated that significant differences (P < 0.05) existed in all the outcome measures (TUGT, DGI, MoCA, and SF-12) in both groups. However, between-group comparison, significant differences were only found in TUGT and DGI in nonimmersive VR group. Conclusion: This study concluded that both interventions nonimmersive VR and task-oriented circuit training were beneficial for improving balance, gait, quality of life, and cognitive domains like memory, attention spans, executive functions, and so on in elderly population. However nonimmersive virtual reality training is a more effective, feasible, and safe alternative and can be proposed as a form of fall prevention exercise for the older adults. ClinicalTrials.gov Identifier: NCT05021432.

目的:本研究旨在确定非沉浸式虚拟现实(VR)和任务导向电路训练对老年人步态、平衡、认知领域和生活质量的影响。研究方法这是一项单盲随机对照试验,选取了 28 名 60 至 75 岁的老年人。参与者被分为两组,一组接受以任务为导向的循环训练,另一组接受非沉浸式 VR 治疗,每组 14 人。为了分析两种训练对平衡和步态的影响,采用了步行时间测试(TUGT)、动态步态指数(DGI)等指标,认知领域则采用了蒙特利尔认知评估(MoCA)量表。在测量生活质量时,使用了简表 12(SF-12)(以及两个领域,即身体成分摘要和精神成分摘要)。两组患者的治疗时间均为 8 周。对测试前和测试后的读数进行了分析和比较。结果参与者的平均年龄为 66.91 ± 3.79 岁。测试前和测试后的组内比较结果表明,两组之间存在显著差异(P<0.05):本研究得出结论,非沉浸式虚拟现实和任务导向型循环训练这两种干预方法都有利于改善老年人群的平衡、步态、生活质量以及记忆、注意力、执行功能等认知领域。然而,非沉浸式虚拟现实训练是一种更有效、更可行、更安全的替代方法,可作为老年人预防跌倒的一种锻炼方式。ClinicalTrials.gov Identifier:NCT05021432。
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引用次数: 0
Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury. 脊髓损伤患者在室外与虚拟现实室内手臂+FES-腿部自行车运动中的运动反应。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-05-06 DOI: 10.1089/g4h.2023.0047
Nazirah Hasnan, Nur Azah Hamzaid, Vhinoth Magenthran, Glen M Davis

Background: Virtual reality (VR)-enhanced indoor hybrid cycling in people with spinal cord injury (SCI) can be comparable to outdoor hybrid cycling. Method: Eight individuals with chronic thoracic-lesion SCI performed voluntary arm and electrically assisted leg cycling on a hybrid recumbent tricycle. Exercises were conducted outdoors and indoors incorporating VR technology in which the outdoor environment was simulated on a large flat screen monitor. Electrical stimulation was applied bilaterally to the leg muscle groups. Oxygen uptake (VO2), heart rate, energy expenditures, and Ratings of Perceived Exertion were measured over a 30-minute outdoor test course that was also VR-simulated indoors. Immediately after each exercise, participants completed questionnaires to document their perceptual-psychological responses. Results: Mean 30-minute VO2 was higher for indoor VR exercise (average VO2-indoor VR-exercise: 1316 ± mL/min vs. outdoor cycling: 1255 ± 53 mL/min; highest VO2-indoor VR-exercise: 1615 ± 67 mL/min vs. outdoor cycling: 1725 ± 67 mL/min). Arm and leg activity counts were significantly higher during indoor VR-assisted hybrid functional electrical stimulation (FES) cycling than outdoors; 42% greater for the arms and 23% higher for the legs (P < 0.05). Similar responses were reported for exercise effort and perceptual-psychological outcomes during both modes. Conclusion: This study proposes that combining FES and VR technology provides new opportunities for physical activity promotion or exercise rehabilitation in the SCI population, since these modes have similar "dose-potency" and self-perceived effort. Human Research Ethics Committee of the University of Sydney Ref. No. 01-2010/12385.

背景:通过虚拟现实(VR)增强脊髓损伤(SCI)患者的室内混合自行车运动可与室外混合自行车运动相媲美。方法:八名患有慢性胸椎缺损性脊髓损伤的患者在混合动力卧式三轮车上进行自主手臂和电动辅助腿部骑车运动。练习在室外和室内进行,采用 VR 技术在大型平板显示器上模拟室外环境。双侧腿部肌肉群受到电刺激。在 30 分钟的室外测试过程中,测量了摄氧量(VO2)、心率、能量消耗和感知消耗量。每次运动后,参与者立即填写调查问卷,记录他们的感知心理反应。测试结果室内 VR 运动的 30 分钟平均 VO2 值更高(室内 VR 运动的平均 VO2 值:1316 ± mL/min 与室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 对比;室外自行车运动的平均 VO2 值:1255 ± 53 mL/min 与室外自行车运动的平均 VO2 值对比):1255 ± 53 mL/min;室内 VR 运动的最高 VO2:1615 ± 67 mL/min vs. 室外自行车运动:1725 ± 67 mL/min):1725 ± 67 毫升/分钟)。在室内 VR 辅助混合功能性电刺激(FES)自行车运动中,手臂和腿部的活动量明显高于室外;手臂高出 42%,腿部高出 23%(P 结论:这项研究提出了将 FES 和室内 VR 运动结合起来的方法:本研究认为,将 FES 和 VR 技术相结合,可为促进 SCI 患者的体育活动或运动康复提供新的机会,因为这两种模式具有相似的 "剂量效力 "和自我感觉努力程度。悉尼大学人类研究伦理委员会编号:01-2010/12385。编号:01-2010/12385。
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引用次数: 0
Evaluation of the Usability of a Serious Game in Virtual Reality with a Focus on the Perception and Experience of Health Professionals for Motor Rehabilitation in Children with Cerebral Palsy. 评估虚拟现实严肃游戏的可用性,重点关注医疗专业人员对脑瘫儿童运动康复的感知和体验。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-03-28 DOI: 10.1089/g4h.2023.0030
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira

Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals. Methods: The collection was carried out with health professionals, and the results were comprehensively evaluated through viability by means of the total score, number of correct answers, number of errors, and level of difficulty during the execution of the game, which were collected from the performance report generated by the application. System satisfaction was also verified by the System Usability Scale (SUS). Results: The mean obtained from the total score of the SUS was 82.10 ± 12.66 points, being considered of high usability for the suggested purpose. The professionals' opinion about the usability of the system did not change due to the performance during the game. Conclusion: The study demonstrated that the developed rehabilitation program has successfully delivered the experience to exercise the head control and trunk balance of subjects with CP.

导言:脑性瘫痪(CP)是一种非进行性神经病理学疾病,需要终生进行神经认知运动康复治疗。有证据表明,使用新技术(如虚拟现实(VR)中的严肃游戏)协助康复过程,可作为治疗的辅助手段,并能促进这些患者的参与、动力和运动激活。目的调查虚拟现实严肃游戏的可用性,以帮助 CP 儿童的头部和躯干保持稳定和平衡,重点关注医疗专业人员的感知和体验。方法:收集医疗专业人员的意见:从应用程序生成的性能报告中收集游戏执行过程中的总分、正确答案数、错误数和难度水平,通过可行性对结果进行综合评估。此外,还通过系统可用性量表(SUS)验证了系统的满意度。结果系统可用性量表总分的平均值为 82.10 ± 12.66 分,就所建议的目的而言,可用性较高。专业人员对系统可用性的看法并未因游戏过程中的表现而改变。结论研究结果表明,所开发的康复项目成功地锻炼了CP受试者的头部控制能力和躯干平衡能力。
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引用次数: 0
Gamified Assessment of the Emotion Regulation Abilities in Youth: Validation of the REThink Online System. 青少年情绪调节能力的游戏化评估:REThink 在线游戏式评估系统的验证。
IF 3.5 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Pub Date : 2024-06-01 Epub Date: 2024-01-24 DOI: 10.1089/g4h.2023.0011
Oana A David, Cristina Tomoiagă, Liviu A Fodor

Objective: Emotional problems in the youth population are a major issue that can have a significant negative impact for their future development as adults. Their emotion regulation (ER) abilities represent a preventive measure for those emotional problems. REThink is an online therapeutic game that was proved to be effective in rigorous studies, and is based on the rational emotive behavioral therapy, with seven levels built to train various emotional regulation skills. Each level has a section that can be used for the assessment of the targeted skills within the level. The present study aimed at investigating the reliability and validity of the evaluation modules from the REThink game regarding the assessment of ER abilities in children/adolescents. Methods: In accordance with established guidelines, 110 children and adolescents aged 8-14 years old were recruited. Following parental informed consent, the participants filled out the standard questionnaires and, subsequently, they played the evaluation module of the REThink game. The reliability aspect was investigated by evaluating internal consistency, while validity was evaluated by using concurrent and predictive validity analyses. Results: The results revealed statistically significant positive associations between the game scores obtained by the participants and the emotion regulation scale. In terms of predictive validity, there were significant negative associations between game scores and the presence of emotional and behavioral problems. Moreover, in terms of the reliability of the REThink game, an acceptable value for the internal consistency was observed. Conclusion: In conclusion, the REThink therapeutic game was proved to be a valid measure for assessing emotion regulation abilities in children and adolescents. Clinical Trial Registration No. NCT04788901.

目的:青少年的情绪问题是一个重大问题,可能会对他们未来的成人发展产生严重的负面影响。他们的情绪调节(ER)能力是这些情绪问题的预防措施。REThink 是一款经严格研究证明有效的在线治疗游戏,它以理性情绪行为疗法为基础,共有七个关卡,用于训练各种情绪调节技能。每个关卡都有一个部分,可用于评估关卡内的目标技能。本研究旨在调查 REThink 游戏中的评估模块在评估儿童/青少年情绪调节能力方面的可靠性和有效性。研究方法:根据既定指南,招募了 110 名 8-14 岁的儿童和青少年。在获得家长知情同意后,受试者填写了标准问卷,随后玩了 REThink 游戏的评估模块。信度方面通过评估内部一致性进行调查,效度方面通过并发效度和预测效度分析进行评估。结果显示结果显示,参与者的游戏得分与情绪调节量表之间存在统计学意义上的显著正相关。在预测效度方面,游戏得分与是否存在情绪和行为问题之间存在明显的负相关。此外,就 REThink 游戏的可靠性而言,其内部一致性达到了可接受的值。结论总之,"REThink "治疗游戏被证明是评估儿童和青少年情绪调节能力的有效方法。临床试验注册号:NCT04788901。
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引用次数: 0
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Games for Health Journal
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