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The impact of modified ride-on car use on trunk control and development in children with disabilities: A feasibility study. 改良乘车方式对残疾儿童躯干控制和发育的影响:可行性研究。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-29 DOI: 10.1080/10400435.2025.2563725
Kelsey Ziegler, Carolyn P Da Silva, Katy Mitchell, Mary F Baxter, Christina Bickley

This feasibility study aimed to examine the change in trunk control as assessed by the Segmental Assessment of Trunk Control (SATCo), and activities of daily living, mobility, and social/cognitive skills as assessed by the Pediatric Evaluation of Disability Inventory Computer Adaptive Test (PEDI-CAT) in young children with disabilities following MROC use. Eight participants received MROCs through a local GoBabyGo program and were instructed to use the MROC at least 1 hour per week for 8 weeks. Two participants did not complete the study. The remaining 6 participants (3 years, 0 months to 4 years, 5 months) were evaluated using the SATCo and PEDI-CAT 4 weeks before receiving their MROC, upon receiving the MROC, and after 4 and 8 weeks of MROC use. This study found improvement in SATCo level for 3 participants and no change or slight decrease in PEDI-CAT scores for all participants. No adverse events occurred. While improvement was found for the SATCo only in 3 out of the 6 participants, anecdotal reports of functional improvement and enjoyment from participant families indicate that further research is needed to holistically explore trunk control and the functional impact of MROC use in a naturalistic setting.

本可行性研究旨在探讨使用MROC后残疾儿童躯干控制能力(SATCo)的变化,以及日常生活活动、行动能力和社会/认知技能(PEDI-CAT)的变化(儿科残疾评估量表计算机适应测试)。8名参与者通过当地的GoBabyGo项目接受了MROC,并被指示在8周内每周至少使用1小时MROC。两名参与者没有完成这项研究。其余6名参与者(3年0个月至4年5个月)在接受MROC前4周、接受MROC后、使用MROC 4周和8周后使用SATCo和PEDI-CAT进行评估。本研究发现3名参与者的SATCo水平有所改善,所有参与者的PEDI-CAT评分没有变化或略有下降。无不良事件发生。虽然6名参与者中只有3人的SATCo得到改善,但来自参与者家庭的功能改善和享受的轶事报告表明,需要进一步的研究来全面探索在自然环境中使用MROC的躯干控制和功能影响。
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引用次数: 0
The effect of microprocessor-controlled and mechanical knee joint prostheses on mobility and quality of life in unilateral transfemoral amputees. 微处理器控制和机械膝关节假体对单侧经股截肢者活动能力和生活质量的影响。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-29 DOI: 10.1080/10400435.2025.2565295
Mustafa Gültekin, Özlem Ülger, Z Candan Algun

Mobility level is considered the primary factor for determining the effectiveness of a prosthesis. This study aimed to establish whether mobility and quality of life (QoL) are improved with a microprocessor-controlled knee (MPK) compared with a non-microprocess-controlled knee (non-MPK). Participants who have undergone transfemoral amputation (TFA), aged between 20 and 60 years, and using prosthesis for at least 1 year were included in the study. Participants were divided into two groups according to the use of MPK (n = 35) and non-MPK (n = 28) prosthesis. The PLUS-M criteria was used to score mobility, while the Trinity Amputation and Prosthetic Experience Scales-TAPES was used for classifying QoL. Mobility was higher for MPK prosthesis compared with non-MPK (p < 0.05). Regarding QoL, while there was no difference between the groups for psychosocial adaptation sub-score (p > 0.05), but the group using MPK prosthesis were higher in terms of activity restriction and total TAPES score (p < 0.05). Our data shows that the type of knee joint used by participants with TFA has an effect on their QoL and mobility. Participants using MPK had better mobility, higher sub-scores related to activity restriction, and sub-scores of the QoL compared with non-MPK.

活动水平被认为是决定假体有效性的主要因素。本研究旨在确定微处理器控制的膝关节(MPK)与非微处理器控制的膝关节(non-MPK)相比,是否能改善活动能力和生活质量(QoL)。接受过经股截肢(TFA),年龄在20 - 60岁之间,使用假体至少1年的参与者被纳入研究。根据使用MPK假体(n = 35)和非MPK假体(n = 28)将参与者分为两组。使用PLUS-M标准对活动能力进行评分,而使用Trinity截肢和假肢体验量表-磁带对生活质量进行分类。MPK假体组活动能力高于非MPK组(p < 0.05),但MPK假体组活动限制和总磁带评分高于非MPK组(p < 0.05)
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引用次数: 0
Correction. 修正。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-29 DOI: 10.1080/10400435.2025.2566601
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引用次数: 0
Innovation in preventing the heel pressure injury: Design and manufacture of a heel support orthosis. 创新在防止脚跟压力伤害:设计和制造一个脚跟支撑矫形器。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-29 DOI: 10.1080/10400435.2025.2542460
Saeedeh Mohammadi Saber, Ehsan Vahedi, Jamshid Jamali, Fatemeh Esmaelzadeh

Heel pressure injuries are common among patients with lower limb fractures or those on complete bed rest (CBR). Despite the availability of multiple devices, no gold standard has been established for effectively preventing these injuries. This study aimed to describe the design and development of a heel support orthosis and to assess its preliminary safety and effectiveness. After reviewing the literature and consulting experts, an initial orthosis design was created and tested for efficacy and patient safety. A prototype was made, and after approval, tested on two patients with lower limb fractures for up to three days. Following improvements, a second model was tested on five additional patients over the same period. The orthosis was evaluated for heel and shank pressure injuries, pain, burning, itching, and comfort. The orthosis supported the heel without direct surface contact, allowing for reduced pressure and improved perfusion. The device's hypoallergenic cotton fabric was soft, non-abrasive, and non-elastic. None of the patients developed pressure injuries, pain, or discomfort, and all were satisfied. Based on the pilot study findings, the heel support orthosis demonstrates potential as a valuable tool for preventing heel pressure injuries in a clinical setting.

足跟压伤在下肢骨折或完全卧床休息(CBR)的患者中很常见。尽管有多种设备可用,但没有建立有效预防这些伤害的金标准。本研究旨在描述脚跟支撑矫形器的设计和开发,并评估其初步的安全性和有效性。在回顾文献和咨询专家后,最初的矫形器设计被创建并测试了疗效和患者的安全性。样机制作完成后,在两名下肢骨折患者身上进行了为期三天的测试。在改进之后,第二种模型在同一时期对另外五名患者进行了测试。评估矫形器的后跟和小腿压伤、疼痛、灼烧、瘙痒和舒适度。矫形器支持脚跟没有直接的表面接触,允许减少压力和改善灌注。该设备的低过敏性棉织物柔软,无磨蚀,无弹性。没有患者出现压力损伤、疼痛或不适,所有患者均满意。根据初步研究结果,足跟支撑矫形器显示了在临床环境中作为预防足跟压力损伤的有价值工具的潜力。
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引用次数: 0
Enhancing static alignment in hyperpronated feet using custom medial and lateral supports in R-AFO: A Pilot study. 在R-AFO中使用定制的内侧和外侧支撑增强过内旋足的静态对齐:一项试点研究。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-24 DOI: 10.1080/10400435.2025.2562861
Bashar Al Qaroot, Mohammad Sobuh, Aws Khanfar, Farah Al-Imyan, Eman Al-Laham, Nasrul Anuar Abd Razak

The ankle-foot complex plays a vital role in stability and mobility, with its dysfunction leading to gait abnormalities. Rigid ankle-foot orthoses (R-AFOs) are commonly used to address anteroposterior instability, but their effectiveness on static mediolateral alignment, particularly in cases of hyperpronation, remains unclear. This study examines the impact of incorporating medial and lateral supports into R-AFOs on enhancing mediolateral alignment. To assess whether adding medial and lateral supports to R-AFOs improve static mediolateral alignment in individuals with hyperpronation by analyzing changes in the resting calcaneal stance position angle (RCSPA). Nine individuals (mean age 20.56 ± 3.22 years) with flexible hyperpronation were recruited. Adjustable medial and lateral supports (3 mm, 6 mm, 9 mm, and 12 mm) were tested within a R-AFO. RCSPA changes were measured to quantify mediolateral alignment changes and pain levels were recorded. Statistical analysis was conducted using Friedman and Wilcoxon signed-rank tests. Lateral support significantly reduced pronation (Z = -2.561, p = 0.01), with a 6 mm depth providing optimal correction (4.83° reduction). Medial support had minimal impact, and higher depths (9 mm, 12 mm) caused discomfort. Lateral support within R-AFOs effectively enhances mediolateral alignment in individuals with hyperpronation, offering a simple and cost-effective intervention. Further research is needed for clinical validation.

踝足复合体在稳定和活动中起着至关重要的作用,其功能障碍导致步态异常。刚性踝足矫形器(R-AFOs)通常用于解决前后位不稳定,但其对静态中外侧对齐的有效性,特别是在过度内旋的情况下,尚不清楚。本研究探讨了在r - afo中加入内侧和外侧支撑对增强内外侧对齐的影响。通过分析静息跟骨站位角度(RCSPA)的变化,评估在r - afo中添加内侧和外侧支撑是否能改善过度旋前患者的静态中外侧对齐。9例患者(平均年龄20.56±3.22岁)均为柔性过旋。在R-AFO内测试可调节的内侧和外侧支撑(3mm、6mm、9mm和12mm)。测量RCSPA变化以量化中外侧排列变化并记录疼痛水平。采用Friedman和Wilcoxon符号秩检验进行统计分析。侧支可显著减少内旋(Z = -2.561, p = 0.01), 6 mm深度可提供最佳矫正(4.83°)。内侧支撑的影响最小,较高的深度(9毫米,12毫米)会引起不适。r - afo内的外侧支撑有效地增强了过度内旋患者的中外侧对齐,提供了一种简单且经济有效的干预措施。临床验证需要进一步的研究。
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引用次数: 0
Usability testing of the COMET (Clinical Outcome Measures Electronic Toolkit) mobile app for outcome measure data collection in individuals with lower limb amputation and clinicians. COMET(临床结果测量电子工具包)移动应用程序的可用性测试,用于收集下肢截肢患者和临床医生的结果测量数据。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-23 DOI: 10.1080/10400435.2025.2555241
Toshiki Kobayashi, Sarah R Chang, Jessica Garries, Jung Kim, Shaghayegh Mirbaha, Sander L Hitzig, Amanda L Mayo, Silvia Raschke, Adam K Arabian, David A Boone

Evidence-based clinical care and outcomes research are essential for developing objectively based standards of practice in prosthetic and orthotic care. Traditionally, outcome measures have been collected using paper-based methods. However, digital collection of these measures may offer several advantages. The COMET© (Clinical Outcome Measures Electronic Toolkit) mobile app was developed to facilitate the assessment of commonly used patient-reported and performance-based outcome measures in prosthetics and orthotics. The usability of the COMET app was evaluated among 15 individuals with lower limb amputation and nine clinicians using the System Usability Scale (SUS). The mean SUS score among individuals with lower limb amputation was 84 ± 12 (Grade: A; Percentile: 90-95; Adjective: Excellent; Acceptable), and the mean SUS score among the clinicians was 80 ± 14 (Grade: A-; Percentile: 85-89; Adjective: Good; Acceptable). There were no significant differences in SUS score between the two groups, indicating that the app was acceptable to both groups of participants in clinical settings.

以证据为基础的临床护理和结果研究对于发展基于客观的假肢和矫形护理实践标准至关重要。传统上,使用基于纸张的方法收集结果测量。然而,这些措施的数字化收集可能会提供一些优势。开发了COMET©(临床结果测量电子工具包)移动应用程序,以促进对假肢和矫形器中常用的患者报告和基于性能的结果测量的评估。COMET应用程序的可用性在15名下肢截肢患者和9名临床医生中使用系统可用性量表(SUS)进行评估。下肢截肢患者SUS评分平均为84±12分(评分等级:A,百分位数:90-95;形容词:优秀,可接受),临床医生SUS评分平均为80±14分(评分等级:A-,百分位数:85-89;形容词:良好,可接受)。两组之间的SUS评分没有显著差异,表明该应用程序在临床环境中对两组参与者都是可接受的。
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引用次数: 0
Physical board game versus digital game: Comparison of game experiences between two types of serious games on community mobility for mobility device users and travel companions. 实体桌游与数字游戏:两种严肃游戏在移动设备用户和旅伴社区移动性方面的游戏体验比较
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-22 DOI: 10.1080/10400435.2025.2555244
Sangmi Park, Jorge L Candiotti, Yi He, Jordan Cooper, Rosemarie Cooper, Rory A Cooper

HERL-Town is a game-based training tool designed to educate mobility device users (MDUs) and their travel companions about transportation barriers and compensatory strategies, focusing on decision-making, problem-solving, and wheelchair skills to promote safe, independent community mobility. The game currently offers a validated physical board game and an alternative digital game to suit different training settings. This study aimed to compare the gameplay experience of both games. In this cross-sectional crossover study, 43 MDUs and travel companions completed session 1, in which they were randomized to either a board game or a digital game group. Twenty-nine participants completed session 2, in which they played the other type of game from session 1. Participants rated their game experience after each session using the Model for the Evaluation of Educational Games (MEEGA+) questionnaire. In session 1, the MEEGA+ scores for both games met good-level criteria (board game: 57.10, digital game: 59.30). In session 2, the board game reached excellent-level criteria (77.55), while the digital game stayed at good level (58.15). Findings highlight consistent game quality between the board and digital games, when playing for the first time. The board game's higher quality in session 2 suggests further improvement in the digital game's mechanics.

HERL-Town是一个基于游戏的培训工具,旨在教育移动设备用户(MDUs)及其旅行同伴关于交通障碍和补偿策略的知识,重点是决策、解决问题和轮椅技能,以促进安全、独立的社区移动。该游戏目前提供了一个经过验证的物理棋盘游戏和一个可供选择的数字游戏,以适应不同的训练设置。这项研究旨在比较这两款游戏的游戏体验。在这项横断面交叉研究中,43名mdu和旅行同伴完成了第1阶段,他们被随机分配到棋盘游戏组或数字游戏组。29名参与者完成了第二阶段,他们在第二阶段玩了另一种类型的游戏。参与者在每次游戏结束后使用教育游戏评估模型(MEEGA+)问卷对他们的游戏体验进行评分。在第1次测试中,两款游戏的mega +得分都达到了良好水平标准(桌面游戏57.10分,数字游戏59.30分)。在第二阶段,桌面游戏达到了优秀水平标准(77.55分),而数字游戏保持在良好水平(58.15分)。研究结果强调了桌面游戏和数字游戏在初次体验时的质量一致性。桌面游戏在第二阶段的高质量表明数字游戏的机制有进一步的改进。
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引用次数: 0
Facilitators of and barriers to adaptive video gaming participation among individuals with physical disabilities. 身体残疾人士参与适应性电子游戏的促进因素和障碍。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-04 DOI: 10.1080/10400435.2025.2550407
Drew H Redepenning, Lynn A Worobey, Randall Huzinec, Andy J Wu, Christopher Power, Brad E Dicianno, Chloe S Shearer, Shivaali Maddali, George Tankosich, Dan Ding

Participation in leisure and recreational activities has been associated with improvements in quality of life and social relationships for individuals with physical disabilities. The purpose of this study was to determine the most frequent facilitators and barriers that individuals with physical disabilities experience, both when starting with adaptive video gaming and when maintaining participation. A self-administered survey was used to collect data from individuals who currently participate in adaptive gaming and included three sections: (1) Demographic Section, (2) Gamer Habits Section, and (3) Facilitators and Barriers to Adaptive Gaming Section. A total of 256 participants met inclusion criteria and completed the study survey. Family, friends, rehabilitation staff members, social media/YouTube, and peer support were found to play a role in facilitating the initiation of adaptive gaming participation. Common facilitators of adaptive gaming were fun/entertainment, stress relief/relaxation, and prior involvement in video gaming. Barriers to adaptive gaming participation were cost of equipment and difficulties with gameplay. Older age and greater severity of hand impairment were associated with experiencing a higher number of barriers (p < 0.01). Improving funding resources, game accessibility, and access to professional assistance for adaptive gaming may help overcome some of the commonly reported barriers in this study.

参加休闲和娱乐活动与改善身体残疾者的生活质量和社会关系有关。这项研究的目的是确定身体残疾的个体在开始玩适应性电子游戏和保持参与时遇到的最常见的促进因素和障碍。一项自我管理的调查用于收集目前参与适应性游戏的个人数据,包括三个部分:(1)人口统计部分,(2)玩家习惯部分,(3)适应性游戏的促进者和障碍部分。共有256名参与者符合纳入标准并完成了研究调查。研究发现,家人、朋友、康复人员、社交媒体/YouTube和同伴支持在促进适应性游戏参与的启动方面发挥了作用。适应性游戏的常见促进因素是乐趣/娱乐、压力缓解/放松和之前参与电子游戏。阻碍适应性游戏参与的障碍是设备成本和玩法难度。年龄越大,手损伤的严重程度越高,遇到的障碍也越多
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引用次数: 0
Assistive technology for higher education students with disabilities: Knowledge and skills of teaching staff. 高等教育残疾学生的辅助技术:教学人员的知识和技能。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-04 DOI: 10.1080/10400435.2025.2548564
Konstantinos Papadopoulos, Eleni Koustriava, Elena Chronopoulou, Rafael Molina Carmona, Flavio Manganello, Lisander Isaraj, Vasiliki Giannouli, Theofilos Papadopoulos, José María Fernández Gil

The use of assistive technology in education has been shown to enhance academic performance, increase educational engagement, and improve both academic self-efficacy and the social and psychological well-being of students with disabilities. Despite these proven benefits, assistive technology is not always utilized systematically or effectively. Many educators report feeling insufficiently competent in using assistive technology in the classroom, with their knowledge often being limited. This study aimed to assess higher education teaching staff's knowledge of the features of both assistive and mainstream technology (including devices, software, and apps), as well as their experience in using them. A total of 131 teaching staff members from Italy, Germany, Spain, and Greece participated in the study by completing a questionnaire that included items related to both types of technology. The results indicated that staff members were far more familiar with mainstream technology than with assistive technology, and their knowledge and experience with the latter were limited. Age and prior training emerged as significant predictors of both knowledge and use of assistive technology. Notably, the study highlighted specific types of assistive technology that were more familiar to higher education teaching staff.

在教育中使用辅助技术已被证明可以提高学业成绩,增加教育参与度,提高学业自我效能以及残疾学生的社会和心理健康。尽管有这些被证明的好处,辅助技术并不总是被系统地或有效地利用。许多教育工作者报告说,他们在课堂上使用辅助技术的能力不足,因为他们的知识往往有限。本研究旨在评估高等教育教学人员对辅助技术和主流技术(包括设备、软件和应用程序)特征的了解情况,以及他们使用这些技术的经验。共有131名来自意大利、德国、西班牙和希腊的教学人员参与了这项研究,他们填写了一份问卷,其中包括与这两种技术相关的项目。结果表明,工作人员对主流技术的熟悉程度远远超过对辅助技术的熟悉程度,而他们对辅助技术的知识和经验是有限的。年龄和先前的培训成为辅助技术知识和使用的重要预测因素。值得注意的是,该研究强调了高等教育教学人员更熟悉的特定类型的辅助技术。
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引用次数: 0
Toward better assistive lower-limb exoskeletons: Insights from stroke survivors through co-design. 向更好的辅助下肢外骨骼:通过共同设计从中风幸存者的见解。
IF 2.5 4区 医学 Q1 REHABILITATION Pub Date : 2025-09-02 DOI: 10.1080/10400435.2025.2541730
Reinhard Claeys, Elissa Embrechts, Ruben Debeuf, Mahyar Firouzi, Aikaterini Bourazeri, Sylvie De Raedt, Charlotte Moeyersons, Benjamin Filtjens, Tom Verstraten, David Beckwée, Eva Swinnen

Assistive lower-limb exoskeletons (LLEs) have been recognized as promising tools for enhancing physical capacity in stroke survivors. Involving end-users in the early development stages is essential to ensure these technologies meet user needs. Co-design approaches, which actively engage end-users, support this goal. This study aims to (1) evaluate the impact of fatigue on daily living, (2) identify activities that could benefit from LLE assistance, (3) outline design and usability requirements for home-based LLEs, and (4) define physical parameters LLEs should monitor and assess. Discussions were structured using the PERCEPT co-design methodology and thematically analyzed. Four chronic stroke survivors participated in three focus group sessions, each lasting approximately 2 hours. Fatigue was identified as a significant factor in daily life, underscoring the importance of assistive technologies, such as LLEs, to help mitigate exhaustion. Participants recognized LLEs as valuable tools for enhancing physical performance, with benefits for muscle strength, balance, fatigue management, coordination, and general mobility. Design considerations included system modularity, battery efficiency, ease of donning and doffing, and practical needs for daily use. Our findings offer valuable insights into stroke survivors' design and usability concerns regarding LLEs and provide a foundation for advancing the development and adoption of new assistive technologies.

辅助下肢外骨骼(LLEs)已被认为是提高中风幸存者身体能力的有前途的工具。让终端用户参与早期开发阶段对于确保这些技术满足用户需求至关重要。协同设计方法积极地吸引终端用户,支持这一目标。本研究旨在(1)评估疲劳对日常生活的影响,(2)确定可受益于LLE协助的活动,(3)概述居家LLE的设计和可用性要求,以及(4)定义LLE应监测和评估的物理参数。讨论使用感知协同设计方法进行组织,并进行主题分析。四名慢性中风幸存者参加了三次焦点小组会议,每次会议持续约2小时。疲劳被认为是日常生活中的一个重要因素,强调了辅助技术的重要性,如LLEs,以帮助减轻疲劳。与会者认识到LLEs是提高身体机能的宝贵工具,对肌肉力量、平衡、疲劳管理、协调和一般活动能力都有好处。设计考虑因素包括系统模块化、电池效率、易于穿戴和落布,以及日常使用的实际需要。我们的研究结果为中风幸存者对LLEs的设计和可用性关注提供了有价值的见解,并为推进新辅助技术的开发和采用提供了基础。
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引用次数: 0
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