患者对膝关节手术后基于虚拟现实的康复的看法:难度水平的重要性。

Minyoung Lee, Dongwon Suh, Jaebum Son, Jungjin Kim, Seon-Deok Eun, BumChul Yoon
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引用次数: 36

摘要

本文探讨了25例膝关节手术后基于虚拟现实(VR)的康复患者的观点,并确定了使患者沉浸在康复中的重要因素。通过开放式问卷收集的数据进行定性分析,并对身体评估和调查数据进行定量分析。在开放式问卷调查中,大多数参与者提到,难度是选择最具沉浸感和最不具沉浸感的锻炼项目的最常见原因。定量分析显示,参与者经历了高水平的心流(3.9 +/- 0.3 / 5.0),对治疗效果的预期率(96%)和坚持锻炼的意愿(96%)也很高。此外,更严重的疼痛或身体功能障碍的参与者往往有更多的积极体验(例如,难度-技能平衡,明确目标和时间转换),导致基于vr的康复期间高水平的心流。总之,基于vr的游戏有可能被接受为膝关节手术后患者的动机康复工具。然而,为了最好地满足患者的需求,考虑到个人膝盖损伤的严重程度,配备不同难度的VR程序可能是有用的。此外,严重的疼痛或身体功能障碍可能是vr康复的适应症,而不是禁忌症。
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Patient perspectives on virtual reality-based rehabilitation after knee surgery: Importance of level of difficulty.

This article explored the perspectives of 25 patients regarding virtual reality (VR)-based rehabilitation following knee surgery and identified the important factors that allowed patients to immerse themselves in rehabilitation. Qualitative analysis of data collected via open-ended questionnaire and quantitative analysis of data from physical assessments and surveys were conducted. In the open-ended questionnaire, the majority of participants mentioned level of difficulty as the most common reason for selecting both the most and the least immersive exercise programs. Quantitative analysis showed that participants experienced a high level of flow (3.9 +/- 0.3 out of 5.0) and a high rate of expectation of therapeutic effect (96%) and intention of exercise adherence (96%). Further, participants with more severe pain or physical dysfunction tended to have more positive experiences (e.g., Difficulty-Skill Balance, Clear Goals, and Transformation of Time), leading to high levels of flow during VR-based rehabilitation. In conclusion, VR-based games are potentially acceptable as a motivational rehabilitation tool for patients following knee surgery. However, to best meet patients' needs, it might be useful to equip a VR program with varied levels of difficulty, taking into account the severity of the individual's knee injury. Additionally, severe pain or physical dysfunction might act as an indication rather than a contraindication for VR-based rehabilitation.

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