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Understanding the Australian disability support sector's workforce to predict the acceptance of virtual reality hardware. 了解澳大利亚残疾人支持部门的工作人员,以预测虚拟现实硬件的接受程度。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-08-25 DOI: 10.1080/17483107.2025.2551712
Lee Trevena, Jeni Paay, Rachael McDonald, Jessica Laraine Williams, Denny Meyer

Purpose: In the disability support sector, empathy is a critical skill needed by frontline workers. Virtual Reality technology may enhance empathy. Some disability service providers have adopted Virtual Reality to advance their training practices. Currently, it is unknown how accepting the Australian disability support workforce is of Virtual Reality technology. This study evaluates the internal and external factors that are significant in influencing disability support sector employees' acceptance of Virtual Reality technology. Method: A quantitative study using the Technology Acceptance Model (TAM) was completed by 120 cross-sectional respondents from the Australian disability workforce. Data were collected via an online questionnaire with a Likert scale, and analysed using descriptive statistics, reliability, correlation, and path analysis. Results: The external factors of curiosity, and past use had a significant relationship with the acceptance of virtual reality technology. Conclusion: Understanding factors relating to VR acceptance may facilitate greater adoption of VR training programs aimed to enhance empathetic behaviour in the disability support sector. The current study offers important insight relating to key determinants that facilitate the acceptance of VR technology for the disability services workforce. The five recommendations address the crucial findings - (1) evaluate the level of curiosity, (2) evaluate the level of past use, (3) offer hands-on VR workshops, (4) cultivate a sustainable collaborative design environment around training and technology adoption, and (5) cultivate a sustainable collaborative culture that is informative and fosters innovation.

目的:在残疾人支持部门,同理心是一线工作者需要的关键技能。虚拟现实技术可能会增强同理心。一些残疾服务提供者已经采用虚拟现实技术来推进他们的培训实践。目前,尚不清楚澳大利亚残疾人支持工作人员对虚拟现实技术的接受程度。本研究评估影响残障支援部门员工接受虚拟实境技术的内部与外部因素。方法:一项使用技术接受模型(TAM)的定量研究由来自澳大利亚残疾劳动力的120名横断面受访者完成。数据通过李克特量表在线问卷收集,并使用描述性统计、信度、相关性和通径分析进行分析。结果:好奇心、过去使用经历等外部因素对虚拟现实技术的接受程度有显著影响。结论:了解与虚拟现实接受度相关的因素可以促进更多的虚拟现实培训项目的采用,旨在提高残疾人支持部门的移情行为。目前的研究为促进残疾人服务人员接受虚拟现实技术的关键决定因素提供了重要的见解。这五项建议解决了关键的发现——(1)评估好奇心的水平,(2)评估过去的使用水平,(3)提供VR实践研讨会,(4)围绕培训和技术采用培养可持续的协作设计环境,(5)培养可持续的协作文化,提供信息和促进创新。
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引用次数: 0
The assessment of stationary and locomotion physical behavior using a single versus dual wearable accelerometer in children who use a manual wheelchair. 使用单和双可穿戴加速度计评估使用手动轮椅的儿童的静止和运动身体行为。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-10-24 DOI: 10.1080/17483107.2025.2541044
Barbara Engels, Manon A T Bloemen, Richard Felius, Eline A M Bolster, Harriët Wittink, Iris M S Melchers, Raoul H H Engelbert, Jan Willem Gorter

Aims: Wearable devices such as activity monitors can be used to gain insight into children's physical behavior. However, children who are unable to walk are often excluded from validation studies, and therefore, robust information about their physical behavior is lacking. Therefore, we studied the criterion validity of a wearable prototype activity monitor (AM-p) in children who use a manual wheelchair with and without the ability to walk.

Methods: We analyzed the data for both single-sensor (sensor placement on upper arm or ankle) and dual-sensor use. Therefore, we conducted a study with cross-sectional design, assessing 37 children (12 girls) aged 6-19 years (mean 12 years, SD 4.3). Children wore an AM-p on the ankle and upper arm and were filmed while performing an activity protocol in a natural setting. Videos were labeled per 5-second epoch with individual activity labels. Raw data were synchronized with labels. An algorithm was trained, and labels were subdivided into pre-defined activity categories. Overall accuracy and F1 score (harmonic mean of precision and recall) were calculated per activity.

Findings: We demonstrate that the single ankle-worn AM-p can determine "stationary" behavior with excellent accuracy (>90%) and "locomotion" behavior with moderate to good accuracy (77-80%). "Locomotion" behavior includes active wheelchair use of children, which can assist pediatric physical therapists (PPTs) to assess physical behavior correctly in children who use a manual wheelchair. Exploratory analyses indicate that "locomotion" behavior (dual-sensor use), can be divided into "leg activity" and "active wheelchair use" for children who use a manual wheelchair and have the ability to walk.

Conclusions: The single ankle-worn AM-p can determine "stationary" behavior with excellent accuracy and "locomotion" behavior with moderate to good accuracy in children who use a manual wheelchair in daily living. Our findings can assist PPTs to assess physical behavior correctly and tailor individual treatment plans.

目的:活动监测器等可穿戴设备可用于了解儿童的身体行为。然而,不能走路的儿童经常被排除在验证研究之外,因此,缺乏关于他们身体行为的可靠信息。因此,我们研究了可穿戴式原型活动监测仪(AM-p)在使用手动轮椅的儿童中是否具有行走能力的标准有效性。方法:我们分析了单传感器(传感器放置在上臂或脚踝)和双传感器使用的数据。因此,我们进行了一项横断面设计的研究,评估了37名6-19岁的儿童(12名女孩)(平均12岁,SD 4.3)。孩子们在脚踝和上臂上佩戴AM-p,并在自然环境中进行活动协议时进行拍摄。用单个活动标签标记每5秒周期的视频。原始数据与标签同步。训练算法,并将标签细分为预定义的活动类别。总体准确率和F1分数(准确率和召回率的调和平均值)计算每个活动。研究结果:我们证明单踝关节佩戴的AM-p可以以极好的准确度(约90%)确定“静止”行为,并以中等到良好的准确度(77-80%)确定“运动”行为。“运动”行为包括儿童主动使用轮椅,这可以帮助儿科物理治疗师(PPTs)正确评估使用手动轮椅的儿童的身体行为。探索性分析表明,对于使用手动轮椅且具有行走能力的儿童,“运动”行为(双传感器使用)可分为“腿部活动”和“主动轮椅使用”。结论:单踝关节佩戴的AM-p对日常使用手动轮椅的儿童的“静止”行为和“运动”行为具有较好的准确性。我们的发现可以帮助治疗人员正确评估身体行为并制定个性化的治疗计划。
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引用次数: 0
A scoping review of gendered barriers and facilitators of access and use of assistive technology. 对获取和使用辅助技术的性别障碍和促进因素进行范围审查。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-11-15 DOI: 10.1080/17483107.2025.2565411
Elizabeth Mc Guinness, Dilisha Patel, Victoria Austin

Purpose: A disparity exists in the access and use of assistive technology (AT), with women exhibiting lower rates of access compared to men, despite a higher reported prevalence of disability. To address these gendered inequities in AT, a comprehensive understanding of the influence of sex and gender on AT utilisation, access pathways, and associated perceptions is crucial.

Methods: This scoping review aimed to synthesise existing evidence concerning how sex and gender affect access, use, and attitudes towards AT. A systematic search across seven databases yielded 120 relevant publications.

Results: The identified gendered barriers and facilitators influencing AT engagement are discussed through the lens of the World Health Organization's 5 "P" framework of AT, encompassing policy, provision, product, personnel, and people. Notably, the reviewed studies predominantly operationalised gender within a binary male/female framework. Across seventy-three distinct analyses examining AT use and related factors, a significant association with gender and/or sex was observed. While findings indicated a higher rate of assistive product usage among women, this group also reported a greater degree of unmet need.

Conclusions: Gender-specific facilitators of AT use identified in the literature include tailored clinical counselling approaches, aesthetically considerate product design aligning with diverse gender expressions, gender-adapted training methodologies, and the adoption of patient-centric care models.Future research should consider the nuanced influence of sex and gender on user outcomes, and where data allow, these investigations should include other factors that interact with sex and gender to shape AT access, including age, ethnicity, socioeconomic status, educational attainment, and citizenship status.

目的:在获取和使用辅助技术(AT)方面存在差距,尽管报告的残疾患病率较高,但女性的获取率低于男性。为了解决辅助医疗中的这些性别不平等问题,全面了解性别和性别对辅助医疗利用、获取途径和相关认知的影响至关重要。方法:本综述旨在综合现有的关于性别和性别如何影响AT的获取、使用和态度的证据。在7个数据库中进行系统搜索,得到120份相关出版物。结果:通过世界卫生组织的AT 5“P”框架,包括政策、提供、产品、人员和人员,讨论了影响AT参与的已确定的性别障碍和促进因素。值得注意的是,所审查的研究主要在男女二元框架内将性别操作化。通过73项不同的分析,研究了AT的使用和相关因素,观察到与性别和/或性别的显著关联。虽然调查结果表明妇女使用辅助产品的比例较高,但这一群体也报告了更大程度的未满足需求。结论:文献中确定的针对性别的AT使用促进因素包括量身定制的临床咨询方法,符合不同性别表达的美观体贴的产品设计,适应性别的培训方法,以及采用以患者为中心的护理模式。未来的研究应考虑性别和性别对用户结果的细微影响,并且在数据允许的情况下,这些调查应包括与性别和性别相互作用以影响AT获取的其他因素,包括年龄、种族、社会经济地位、受教育程度和公民身份。
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引用次数: 0
Benefits, barriers, and accessibility in video games: a focus group study of college students with disabilities. 电子游戏中的好处、障碍和可访问性:一项针对残疾大学生的焦点小组研究。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-10-04 DOI: 10.1080/17483107.2025.2568171
Minju Lee, Michael Yeomans, Eve Lansford, Hung Jen Kuo

Purpose: This study explores the barriers, including psychological and emotional challenges, faced by college students with disabilities while engaging in video gaming. It also investigates the benefits of gaming, utilising Self-Determination Theory (SDT) to understand motivations and experiences. Furthermore, it provides insights into future development and accessibility measures to promote inclusive gaming environments.

Materials and methods: Guided by SDT, we designed the semi-structured interview guide and conducted a hybrid deductive-inductive reflexive thematic analysis that interpreted themes in terms of autonomy, competence, and relatedness.

Results: Three primary themes emerged: (a) Benefits, including social connection, stress relief, and skill development; (b) Barriers, such as physical, cognitive, and financial challenges, and limited accessibility in game design; and (c) Accessibility, emphasising customisable controls, adaptive features, and inclusive designs. Participants highlighted the positive role of gaming in fostering psychosocial well-being and managing symptoms of their disabilities.

Conclusion: This study provides insights into the intersection of gaming and disability, advocating for inclusive game design to enhance autonomy, competence, and relatedness. Findings demonstrate the potential of accessible gaming to promote empowerment, social inclusion, and mental health. Aligned with the goals of rehabilitation and assistive technology, this research offers actionable recommendations for reducing barriers and fostering innovation in game development to support individuals with disabilities.

目的:本研究探讨了残疾大学生在玩电子游戏时所面临的障碍,包括心理和情感挑战。它还调查了游戏的好处,利用自决理论(SDT)来理解动机和体验。此外,它还提供了关于未来开发和可访问性措施的见解,以促进包容性游戏环境。材料和方法:在SDT的指导下,我们设计了半结构化访谈指南,并进行了混合演绎-归纳反身性主题分析,从自主性、能力性和相关性三个方面解释主题。结果:出现了三个主要主题:(a)效益,包括社会联系、压力缓解和技能发展;(b)障碍,如身体、认知和经济挑战,以及游戏设计中的无障碍限制;(c)可访问性,强调可定制控件、自适应功能和包容性设计。与会者强调了游戏在促进社会心理健康和管理残疾症状方面的积极作用。结论:该研究提供了游戏与残疾的交集,提倡包容性游戏设计以增强自主性、能力和相关性。研究结果表明,无障碍游戏具有促进赋权、社会包容和心理健康的潜力。与康复和辅助技术的目标一致,这项研究提供了减少障碍和促进游戏开发创新的可行建议,以支持残疾人。
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引用次数: 0
Designing an mHealth prototype for people with disabilities: insights from co-design and heuristic evaluation. 为残疾人设计移动医疗原型:来自共同设计和启发式评估的见解。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-09-21 DOI: 10.1080/17483107.2025.2560670
Rachel F Adler, Jingwen Shan, Jocelyn Sotelo, Daniela Irazu Raudales Reyes, Kevin Baez, Melissa Delgado, Aditi Mathur, Audrey Phillips, Kyrie Zhixuan Zhou, Susan Magasi

The transition from inpatient rehabilitation to community living poses significant challenges for individuals with newly acquired disabilities. Peer navigators, individuals with lived experience, are trained to support this transition; however, accessing in-person services can be difficult. To facilitate remote peer support and ensure accessibility, we co-designed a mobile health (mHealth) app with four peer navigators with disabilities. Over the course of three co-design sessions, we developed personas and iteratively refined low- and high-fidelity prototypes. We then conducted a heuristic evaluation with 22 human-computer interaction students to identify usability flaws. Based on this evaluation and feedback from a follow-up focus group with three students, we implemented iterative improvements to enhance usability and interactivity. This paper discusses the design implications and lessons learned for designing mHealth tools in collaboration with people with disabilities.

从住院康复到社区生活的转变对新获得性残疾的个体提出了重大挑战。同伴导航员,有生活经验的个人,接受培训以支持这种转变;然而,获得面对面的服务可能很困难。为了促进远程同伴支持并确保可访问性,我们与四名残疾同伴导航员共同设计了一个移动健康(mHealth)应用程序。在三次共同设计会议的过程中,我们开发了人物角色,并迭代地改进了低保真度和高保真度的原型。然后,我们对22名人机交互专业的学生进行了启发式评估,以确定可用性缺陷。基于这个评估和来自三个学生的后续焦点小组的反馈,我们实现了迭代改进,以增强可用性和交互性。本文讨论了与残疾人合作设计移动医疗工具的设计含义和经验教训。
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引用次数: 0
I can decide MyGOALS! Co-designing an online tool for child-led goal setting and evaluation. 我可以决定我的目标!共同设计一个以儿童为主导的目标设定和评估的在线工具。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-06-25 DOI: 10.1080/17483107.2025.2522782
Aisling K Ryan, Peter Worthy, Laura Miller, Leanne M Johnston

Aim: To co-design an online tool to facilitate child-led goal setting in collaboration with children, caregivers, and allied health professionals. Method: We used a co-design approach informed by human-centred design principles. Children with disabilities or developmental delays (n = 7), their caregivers (n = 7), and allied health professionals (n = 13) participated in iterative technology co-design sessions to contribute their ideas and feedback. Qualitative inductive content analysis was used to categorise, synthesise, and interpret data.

Results: Participants identified 10 key design consideration themes that informed online tool development: Facilitating a multi-phase goal setting process, Visual without being distracting, Supporting children's autonomy and choice, Supporting children's motivation and engagement, Collaborative functions, Flexible with personalisation, Scaffolding and support, Quick and easy to navigate, Multiple accessibility features, and Other clinical implementation considerations. The co-design process produced an early version of the online tool, called MyGOALS4Kids.

Interpretation: MyGOALS4Kids aims to support children's active participation and autonomy in eliciting, constructing, addressing, and evaluating intervention goals. The co-design process ensured that multiple perspectives were integrated into design, enhancing the tool's potential relevance and applicability in child-led goal setting practices. The key design considerations can inform future child-led technology developments. Further research is needed to investigate usability of MyGOALS4Kids in clinical settings.

目的:共同设计一个在线工具,以促进与儿童、护理人员和专职卫生专业人员合作,以儿童为主导的目标设定。方法:我们采用以人为本的设计原则为基础的协同设计方法。残疾儿童或发育迟缓儿童(n = 7)、他们的照顾者(n = 7)和专职卫生专业人员(n = 13)参加了迭代式技术协同设计会议,以提出他们的想法和反馈。定性归纳内容分析用于分类、综合和解释数据。结果:参与者确定了在线工具开发的10个关键设计考虑主题:促进多阶段目标设定过程,视觉化而不分散注意力,支持儿童的自主和选择,支持儿童的动机和参与,协作功能,个性化的灵活性,支架和支持,快速易于导航,多种可访问性特征,以及其他临床实施考虑因素。共同设计过程产生了在线工具的早期版本,称为MyGOALS4Kids。诠释:MyGOALS4Kids旨在支持儿童积极参与和自主地提出、构建、处理和评估干预目标。协同设计过程确保将多个视角整合到设计中,增强了该工具在儿童主导的目标设定实践中的潜在相关性和适用性。关键的设计考虑可以为未来儿童主导的技术发展提供信息。需要进一步研究MyGOALS4Kids在临床环境中的可用性。
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引用次数: 0
Reliability of propulsion technique and physiological parameters during wheelchair ergometer tests and its use in assessing the effects of different hand rim types. 轮椅力量计测试中推进技术和生理参数的可靠性及其在评估不同手环类型影响中的应用。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-07-18 DOI: 10.1080/17483107.2025.2531242
Rowie J F Janssen, Melle van Dilgt, Kim van Hutten, Riemer J K Vegter, Sonja de Groot, Monique Berger
<p><strong>Purpose: </strong>Wheelchair optimisation in clinical settings often relies on expert opinion from static wheelchair seating posture. A wheelchair ergometer provides biomechanical and physiological insights during propulsion. This study assessed the reliability of propulsion technique and physiological parameters in submaximal and sprint tests and used these values to compare two hand rim types.</p><p><strong>Materials and methods: </strong>Nineteen non-wheelchair users completed two exercise blocks per hand rim type (Gekko vs. conventional) on a wheelchair ergometer. Each block included a 4-min submaximal test and a 30 s sprint. The intraclass correlation coefficient (ICC), standard error of measurement (SEM) and smallest detectable change (SDC) were calculated to assess reliability for one to four exercise blocks. Hand rim differences were analysed using a mixed-effects model.</p><p><strong>Results: </strong>Submaximal propulsion technique showed good to excellent reliability (ICC = 0.75-1.00), while physiological variables and sprint propulsion technique had moderate to excellent reliability (ICC = 0.5-0.95). SDCs ranged from 12 to 29% (submaximal) and 13 to 25% (sprint), except for negative power variables (25-70%). Averaging the two, three or four tests reduced SDCs by 29%, 42% and 50%, respectively, compared to one test. The Gekko rim outperformed the conventional rim in negative power (submaximal) and in distance, velocity and power (sprints).</p><p><strong>Conclusions: </strong>The submaximal test demonstrated better reliability and lower SDCs than the sprint test. The Gekko rim performed better at group level but not for every individual. Using SDCs instead of group results enhances clinical relevance. Future research should validate these findings in wheelchair users to support evidence-based wheelchair setup recommendations. Implications for rehabilitationThe study showed that submaximal propulsion technique has good-to-excellent reliability, while submaximal physiological parameters and sprint propulsion technique showed moderate-to-excellent reliability. Smallest detectable change (SDC) values varied, with higher values seen in negative power and physiological parameters, and generally higher SDCs in the sprint test.Although group-level statistics showed significant differences in propulsion technique (favouring the Gekko hand rim), individual analysis using SDC cut-offs revealed variations among participants. This highlights that wheelchair adaptations should be evaluated at an individual level, as group results may not capture important differences that matter for specific users.To detect the most meaningful individual differences, it is recommended to average the results of four tests. However, since the most significant reduction in SDCs occurs between one and two tests, at least two tests should be conducted when time or physical capacity is limited.The findings are not only relevant for comparing hand rims. SDC thres
目的:轮椅优化在临床设置往往依赖于专家意见从静态轮椅坐姿。轮椅测力仪提供推进过程中的生物力学和生理学洞察。本研究评估了推进技术和生理参数在亚极限和冲刺测试中的可靠性,并使用这些值来比较两种手环类型。材料和方法:19名非轮椅使用者在轮椅测力仪上完成了每个手圈类型(Gekko与传统)的两个运动块。每个区块包括一个4分钟的次极大测试和一个30秒的冲刺。计算类内相关系数(ICC)、测量标准误差(SEM)和最小可检测变化(SDC)来评估一到四个运动块的可靠性。使用混合效应模型分析了手环差异。结果:次极大推进技术具有良好至优良的可靠性(ICC = 0.75 ~ 1.00),而生理变量和冲刺推进技术具有中等至优良的可靠性(ICC = 0.5 ~ 0.95)。除了负能量变量(25-70%)外,SDCs范围为12 - 29%(次最大值)和13 - 25%(冲刺值)。与一次测试相比,平均两次、三次或四次测试分别减少了29%、42%和50%的SDCs。Gekko轮辋在负功率(次最大值)和距离、速度和功率(冲刺)方面都优于传统轮辋。结论:次极大测验比冲刺测验具有更高的信度和更低的SDCs。Gekko rim在群体水平上表现更好,但并非对每个人都如此。使用SDCs代替分组结果可提高临床相关性。未来的研究应该在轮椅使用者中验证这些发现,以支持基于证据的轮椅安装建议。研究表明,次极大推进技术的可靠性为良至优,而次极大生理参数和冲刺推进技术的可靠性为中至优。最小可检测变化(SDC)值各不相同,负功率和生理参数的SDC值较高,冲刺测试的SDC值普遍较高。尽管群体水平的统计数据显示了推进技术(偏爱Gekko手环)的显著差异,但使用SDC截止值的个体分析显示了参与者之间的差异。这强调了轮椅适应性应该在个人层面进行评估,因为群体结果可能无法捕捉到对特定用户重要的差异。为了发现最有意义的个体差异,建议将四个测试的结果取平均值。但是,由于SDCs的最大减少发生在一次和两次测试之间,因此在时间或物理容量有限的情况下,应至少进行两次测试。这些发现不仅适用于比较手圈。SDC阈值可用于评估广泛的个人因素,如推进技术、健身或轮椅特征(如座椅高度)。这些阈值可以帮助根据每个轮椅使用者的独特需求量身定制干预措施。
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引用次数: 0
"Assistive technology in the home is choice and control… it's freedom": perspectives of people with physical disability using electronic assistive technologies in the home. “家庭辅助技术是选择和控制……它是自由”:身体残疾人士在家庭中使用电子辅助技术的观点。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-08-09 DOI: 10.1080/17483107.2025.2542376
Janine C Yaffe, Jacquie Ripat, Gordana Dermody, Michèle C Verdonck

Objective: People with physical disabilities can use electronic assistive technologies in their homes to increase their independence. These technologies range from disability specific environmental controls systems to mainstream smart home technologies and combinations of both. The purpose of this study was to explore the perspectives of persons with physical disabilities on their experiences using these technologies in their homes to inform future best practice.

Methods: This qualitative descriptive study used a World Café method underpinned by appreciative inquiry. Nine participants with spinal cord injuries, cerebral palsy or acquired brain injury participated in four World Café discussions. Inductive thematic analysis was used to analyse verbatim transcriptions.

Results: Five themes were identified: "Using Mainstream Technology", "Navigating Person-Technology Fit Amidst Change", "Making Technology Work in the Home", "Positive Impacts of Technology", and "Frustrations with Using Technology in the Home". These themes supported expected benefits and challenges. In addition, the opportunities provided by mainstream technology in terms of availability and affordability, funding frustrations and poor trust of suppliers were described. Making technology work required support as well as technological safeguards.

Impact: Mainstream technology has improved and broadened possibilities for electronic assistive technology use in the home, which can be complex. It provides psychosocial benefits, but is also frustrating. Furthermore, using technology is a dynamic evolving journey as individual users must navigate changes in search of best person-technology fit. Successful use of technology requires support, as well as backup systems and safeguards to combat poor reliability.

目的:身体残疾的人可以在家中使用电子辅助技术来提高他们的独立性。这些技术范围从残疾人专用环境控制系统到主流智能家居技术以及两者的结合。本研究的目的是探讨身体残障人士在家中使用这些技术的经验,为未来的最佳实践提供信息。方法:本定性描述性研究采用世界咖啡研究会的方法,并以欣赏式探究为基础。九名脊髓损伤、脑瘫或获得性脑损伤的参与者参加了四次世界咖啡会议。采用归纳主题分析法对逐字抄本进行分析。结果:确定了五个主题:“使用主流技术”、“在变化中引导人与技术的契合”、“使技术在家庭中发挥作用”、“技术的积极影响”和“在家中使用技术的挫折”。这些主题支持预期的好处和挑战。此外,还介绍了主流技术在可得性和可负担性、资金困难和对供应商信任度差等方面提供的机会。要使技术发挥作用,既需要技术支持,也需要技术保障。影响:主流技术已经改善和扩大了在家庭中使用电子辅助技术的可能性,这可能是复杂的。它提供了心理上的好处,但也令人沮丧。此外,使用技术是一个动态发展的过程,因为个人用户必须驾驭变化,寻找最适合个人的技术。技术的成功使用需要支持,以及备份系统和保障措施,以对抗低可靠性。
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引用次数: 0
Development and implementation of a LabVIEW-based virtual instrumentation system for enhancing communication with hearing impaired and visually impaired persons. 基于labview的虚拟仪器系统的开发与实现,以加强与听觉障碍者和视障者的沟通。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-10-13 DOI: 10.1080/17483107.2025.2572533
Chamod Rathnayake, Eranda Dhanushka, Chamika Jayasanka, Kasun Sandaruwan, Harsha Kaluarachchi, B L Sanjaya Thilakarathne

People without sensory impairments may find it challenging to communicate effectively with those who have hearing or visual impairments. Further, hearing-impaired and visually impaired people are not interested in maintaining interpersonal relationships with others due to the difficulty in communicating. As a result, considerable research has been conducted to find an innovative way that make the process of communication easier for them. To overcome the weaknesses and shortcomings of these studies, the authors introduce a unique application. Our application model focuses on developing a virtual instrument that recognises hand gestures, displays a corresponding message, and provides a voice message to assist people with hearing or visual impairments in communication. A flex sensor glove was used for hand gesture detection, and a virtual instrumentation system was developed using LabVIEW software. Ten volunteers with no previous disabilities were initially used to test the system. Seven gestures were selected for the initial evaluation, and each gesture was performed five times, completing a total of 350 trials. The selected seven hand gestures for the initial evaluation were successfully communicated through both audio and visual means by providing them in all three languages: Sinhala, Tamil, and English. Furthermore, our system achieved a gesture detection accuracy of 95.42%, with an average response time of less than 0.5 s per gesture. This system is highly beneficial for people with congenital or early-stage hearing loss and visually impaired people who are confined to beds due to illness.

没有感觉障碍的人可能会发现与有听觉或视觉障碍的人有效沟通是一件很困难的事情。此外,听障人士和视障人士由于沟通困难,对与他人维持人际关系不感兴趣。因此,人们进行了大量的研究,以找到一种创新的方式,使他们的交流过程更容易。为了克服这些研究的弱点和不足,作者介绍了一个独特的应用。我们的应用模型专注于开发一种虚拟仪器,它可以识别手势,显示相应的信息,并提供语音信息,以帮助听力或视觉障碍的人进行交流。采用柔性传感器手套进行手势检测,并利用LabVIEW软件开发了虚拟仪器系统。最初使用了10名没有残疾的志愿者来测试该系统。选择7个手势进行初步评估,每个手势执行5次,共完成350次试验。通过提供僧伽罗语、泰米尔语和英语这三种语言,成功地通过视听方式传达了用于初步评估的选定的七种手势。此外,我们的系统实现了95.42%的手势检测准确率,每个手势的平均响应时间小于0.5 s。该系统对先天性或早期听力损失患者和因病卧床的视障人士非常有益。
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引用次数: 0
User experience and cybersickness in neuromuscular patients using recreational immersive virtual reality. 使用娱乐性沉浸式虚拟现实的神经肌肉患者的用户体验和晕动病。
IF 2.2 4区 医学 Q2 REHABILITATION Pub Date : 2026-02-01 Epub Date: 2025-10-23 DOI: 10.1080/17483107.2025.2575088
Lucia Catherine Greco, Silvia Bolognini, Andrea Lizio, Raffaele Pugliese, Marta Mondellini, Vera Colombo, Elisa De Mattia, Susanna Pozzi, Jacopo Casiraghi, Stefano Regondi, Valeria Ada Sansone, Elena Carraro

Purpose: To explore the user experience of neuromuscular patients engaging with virtual reality.

Materials and methods: In this observational study, patients aged 16 and older, with a clinical and/or genetic diagnosis of neuromuscular disease, underwent a recreational VR experience. The virtual reality activity consisted of using Tripp® application during hospitalisation using Oculus Quest 2®. Subsequently, they completed a set of questionnaires assessing technology acceptance, cybersickness, and flow state, defined as the level of engagement during an activity.

Results: Fifty-nine patients reported low levels of cybersickness and high levels of flow state. A significant positive correlation was found between user experience and flow state, while no significant relationship was observed between technology acceptance and cybersickness.

Discussion: Overall, this research highlights the feasibility of virtual reality as an acceptable tool in the neuromuscular population providing insights into the technology's application in clinical settings.

目的:探讨神经肌肉患者参与虚拟现实的用户体验。材料和方法:在这项观察性研究中,年龄在16岁及以上,临床和/或遗传诊断为神经肌肉疾病的患者进行了娱乐性VR体验。虚拟现实活动包括在住院期间使用Oculus Quest 2®使用Tripp®应用程序。随后,他们完成了一套评估技术接受度、晕动症和心流状态的问卷,心流状态被定义为一项活动中的参与程度。结果:59例患者报告了低水平的晕屏和高水平的心流状态。用户体验与心流状态呈显著正相关,而技术接受度与晕机无显著相关。讨论:总的来说,这项研究强调了虚拟现实作为神经肌肉人群可接受的工具的可行性,为该技术在临床环境中的应用提供了见解。
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引用次数: 0
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Disability and Rehabilitation-Assistive Technology
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