基于游戏的虚拟现实干预在假肢功能使用训练中的可行性研究:临床前评估。

IF 0.8 4区 医学 Q4 ORTHOPEDICS Prosthetics and Orthotics International Pub Date : 2025-01-07 DOI:10.1097/PXR.0000000000000390
Jing Mu, Ricardo Garcia-Rosas, Raphael Maria Mayer, Daniel Meise, Jim Lavranos, Mark Graf, Ying Tan, Denny Oetomo, Peter Choong
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引用次数: 0

摘要

目的:本文介绍了一项临床前可行性研究,旨在探讨基于游戏的虚拟现实(VR)干预在上肢假肢使用功能训练中的效果:本文介绍了一项临床前可行性研究,旨在探讨基于游戏的虚拟现实(VR)干预在上肢假肢使用功能训练中的有效性:该研究比较了两组健全人(干预组和对照组,每组5人)使用表面肌电图控制的自我体验式假手和假腕进行 "方框和块测试"(BBT)的技能。干预组进行为期 4 周的基于游戏的 VR 干预,并在干预前后使用自我体验假手进行真实(RL)BBT 评估。对照组间隔 4 周进行 RL BBT 评估,中间没有进行 VR 干预。作为后续研究,对照组随后接受了 VR 干预,以进一步验证。VR 干预包括两个游戏,旨在训练表面肌电图控制假手的控制和使用,以及一项评估(VR BBT)。VR 干预方案包括每周三次、每次 30 分钟、每次 4 周:结果:与对照组(1.5 分)相比,干预组的 BBT 分数(平均 6.375 分)明显提高。后续研究进一步证实了这一结果:这项研究表明,使用基于游戏的 VR 干预来训练假肢的功能使用很有前景,参与者在使用 RL BBT 测定的假肢使用技能方面有显著提高。这促使我们进一步开发用于假肢使用训练的 VR 干预方法,并通过临床试验对其进行验证。
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Feasibility study of a game-based virtual reality intervention for functional prosthesis use training: A preclinical assessment.

Objective: This paper presents a preclinical feasibility study to investigate the efficacy of a game-based virtual reality (VR) intervention in the functional training of upper-limb prosthesis use.

Methods: The study compared the skill of 2 able-bodied groups (intervention and control, 5 participants in each group) using a surface electromyography controlled self-experience prosthetic hand and wrist through the Box and Blocks Test (BBT). The Intervention Group followed the game-based VR intervention for 4 weeks and underwent real-life (RL) BBT assessments before and after the intervention using the self-experience prosthesis. The Control Group performed the RL BBT assessments 4 weeks apart with no VR intervention in between. As a follow-on study, the Control Group then underwent the VR intervention for further validation. The VR intervention consisted of 2 games designed to train the control and use of a surface electromyography-controlled prosthetic hand and an assessment (VR BBT). The VR intervention protocol included three 30-minute sessions per week over a period of 4 weeks.

Results: A significantly larger improvement was shown in the BBT scores from the Intervention Group (mean 6.375) compared to the Control Group (1.5). The follow-on study further confirmed the result.

Conclusion: The study demonstrated promising outcomes in the use of a game-based VR intervention for training functional prosthesis use, with participants showing significant improvements in prosthesis use skills measured with RL BBT. This motivates further development of VR interventions for prosthesis use training and their validation through clinical trials.

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来源期刊
CiteScore
2.30
自引率
13.30%
发文量
208
审稿时长
6-12 weeks
期刊介绍: Prosthetics and Orthotics International is an international, multidisciplinary journal for all professionals who have an interest in the medical, clinical, rehabilitation, technical, educational and research aspects of prosthetics, orthotics and rehabilitation engineering, as well as their related topics.
期刊最新文献
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