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The changes of improvement-related motor kinetics after virtual reality based rehabilitation

机译:基于虚拟现实康复后改进相关电机动力学的变化

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Stroke is a major cause of adult disability and up to two thirds of stroke survivors have left with motor deficits of the affected upper limb (UL). Rehabilitation is the main therapeutic approach for reducing poststroke functional deficits but significant variability exists between patients regarding rehabilitation efficacy. Because the recovery mechanisms induced by rehabilitation are not fully understood, it is still not clear which treatment approaches and techniques are most beneficial. Virtual reality (VR) is a computer-based environment that provides the users an immersive experience of a synthetic world and allows a systemic testing of human functions under the simulated environment of controllable parameters. A large body of evidence has demonstrated the efficacy of VR based rehabilitation for improving the upper limb functional recovery. However, the question which components in the VR game are most valuable for promoting the recovery has not been examined. This study aims to identify the motion kinetics extracted from the VR based rehabilitation that are significantly correlated with the functional improvement. Twenty-one stroke patients were recruited and received 1 hour rehabilitation with the intensity of 3 times per week over 8 weeks, in total 24 training sessions, using a home-made VR program. All patients underwent the evaluation of their function before and after rehabilitation by Fugl-Meyer assessment (FMA). The parameters of human kinetics, such as speed/max speed, velocity and trajectory during VR-based rehabilitation were recorded digitally and the changes of the kinetics after finishing 24 training sessions were then correlated with the post-rehabilitation changes of FMA. The statistic result showed that the increase of efficiency, speed stability and straightness of trajectory leads to a better functional improvement, in addition to the increase of palm strength. In conclusion, the changes of the improvement-related motor kinetics could serve as guidance when designing the individualized treatment strategy.
机译:中风是成人残疾的主要原因,最多三分之二的中风幸存者留下了受影响的上肢(UL)的电机缺陷。康复是减少初步职能赤字的主要治疗方法,但患者之间存在关于康复疗效的显着变异性。由于康复引起的恢复机制尚不完全理解,因此尚不清楚哪种处理方法和技术最有益。虚拟现实(VR)是一种基于计算机的环境,为用户提供合成世界的沉浸体验,并在可控参数的模拟环境下进行人员功能的系统性测试。大量证据表明了基于VR基于VR的康复改善上肢功能恢复的功效。但是,VR游戏中的组件对于促进恢复最有价值的问题尚未进行检查。本研究旨在识别从基于VR的康复中提取的运动动力学与功能改进显着相关。使用自制VR计划,招募了二十一点患者,并在8周内每周3次,每周3次康复,24个培训课程。所有患者均在Fugl-Meyer评估(FMA)之前和康复前后评估其功能。人类动力学的参数,例如VR基康复期间的速度/最大速度,速度和轨迹进行了数量的记录,并且在完成24个训练会上后动力学的变化与FMA的后康复后变化相关。统计结果表明,除了增加掌力的增加之外,轨迹的效率,速度稳定性和轨迹的直线度导致更好的功能改进。总之,改善相关电机动力学的变化可以在设计个性化治疗策略时作为指导。

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