【24h】

Perceptual game controllers and fibromyalgia studies

机译:感知游戏控制器和纤维肌痛研究

获取原文

摘要

This pilot study investigated gesture-based control of video games to promote and motivate self-driven home-based aerobic exercise (AE) training regimes to improve pain threshold associated to fibromyalgia. 10 patients were randomized to 10 sessions each led by a nonmedical 'game-savvy' PhD Medialogy student. Control was treatment-as-usual (TAU) patients via the patient's doctor who conducted pre- and post- interviews, tests, and VAS registrations of pain, disturbed sleep, lack of energy, and depression. Included was patient-reported global subjective improvement or otherwise. A Nintendo Wii was used with a sports compilation game 'Sports Resort' with the Wiimote MotionPlus Accessory to increase accuracy of gesture. Facilitator in vivo noted observations and the doctors' research were supplemented by multiple angle (3) video cameras synchronized to the game play for correlation analysis. Outcome measures were at baseline and completion. Short-term results were positive of those patients who completed the study (n = 2). 50% drop out at study commencement suggested a sceptical patient attitude. Further drop outs (n = 3) were due to a car accident (n = 1) and recurrence of pain (n = 2). Both patients who completed showed significant motion improvements and each purchased a Wii for home training following the study. Follow up interviews and tests are planned to question compliance and long-term outcomes. A follow-on comparative study with 39 patients was conducted with two occupational therapist students replacing the Medialogy student as session facilitator. Three game platforms were studied: the MS Kinect, Sony MOVE, and Nintendo Wii, with 5 game sessions of one hour being played by each patient in regular lab visits (=15 sessions each). This is reported separately with preliminary findings indicating tendencies in line with this short paper. A more detailed report will be included in the publication of the final work as a whole.
机译:该试点研究调查了对视频游戏的姿态控制,以促进和激励自驾游的家庭有氧运动(AE)培训制度,以改善与纤维肌痛相关的疼痛阈值。 10名患者随机随机分为10次由非医学的“披风”博士学位学生领导的10个课程。通过患者的医生进行治疗 - 常规(TAU)患者,他们进行了预先和疼痛,检验和VAS注册,睡眠,睡眠,缺乏能量和抑郁症。包括患者报告的全球主观改进或其他。任天堂WII与威青MotionPlus附件的体育汇编游戏“体育胜地”一起使用,以提高手势的准确性。体内注意事项的促进者注意到观察和医生的研究由多个角度(3)摄像机补充到与游戏游戏进行相关分析。结果措施是基线和完成。短期结果是那些完成研究的患者的阳性(n = 2)。学习开始50%的辍学表明持怀疑态度持怀疑态度。进一步下降(n = 3)是由于车祸(n = 1)和疼痛复发(n = 2)。两家完成的患者都表现出显着的动作改进,每项研究都购买了WII的研究培训。随访采访和测试计划质疑合规和长期成果。用两名职业治疗师的39名患者进行后续比较研究,将Medialogy学生替换为会话促进者。研究了三个游戏平台:MS Kinect,Sony Move和Nintendo Wii,每位患者在常规实验室访问(每个= 15次会议)中每位患者播放5个游戏会话。据表明倾向于与这篇短文的倾向分别报告这一点。更详细的报告将包含在整个最终工作的出版物中。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号