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Developing and evaluating effectiveness of 3D game-based rehabilitation system for Total Knee Replacement Rehabilitation patients

机译:开发和评估基于3D游戏的全膝关节置换患者康复系统的有效性

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With the development and popularization of virtual reality and motion capture technology, physical therapists have had a new option to improve patient rehabilitation effectiveness. However, there were few studies in the past focusing on total knee replacement (TKR) rehabilitation solutions and many restrictions on the assistance devices. This paper aims to explore how users' motivation and perception of system usability affect rehabilitation performance in a 3D game-based rehabilitation environment. Further, we examine the feasibility of applying Kinect-based method in rehabilitation activities to improve performance. A system called the Physical Rehabilitation System (PRS) was developed and deployed in a one-week TKR rehabilitation process. 27 TKR rehabilitants were divided into a control group (N = 11), and an experimental group, which was rehabilitated with a PRS (N = 16), and had, also, to fill out a questionnaire. The group with higher performances generally had stronger motivation and a better evaluation on a PRS (p < .05). The experimental group showed greater improvement with an average knee-bending angle of 109.38. This study shows that motivation influences the effectiveness of rehabilitation, and that PRS acceptance by rehabilitants was indeed able to strengthen their motivation and improve their rehabilitation outcomes.
机译:随着虚拟现实和运动捕捉技术的发展和普及,物理治疗师已经有了提高患者康复效果的新选择。但是,过去很少有研究关注全膝关节置换(TKR)康复解决方案,并且对辅助设备的限制很多。本文旨在探讨在基于3D游戏的康复环境中,用户的动机和对系统可用性的感知如何影响康复性能。此外,我们研究了在康复活动中应用基于Kinect的方法以提高绩效的可行性。开发了一个称为“身体康复系统”(PRS)的系统,并在为期一周的TKR康复过程中进行了部署。将27例TKR康复剂分为对照组(N = 11)和实验组,用PRS进行康复(N = 16),并且还必须填写调查表。表现较高的组通常对PRS的动机更强,评估效果更好(p <.05)。实验组表现出更大的改善,平均膝盖弯曲角度为109.38。这项研究表明,动机会影响康复的有效性,康复者对PRS的接受确实能够增强他们的动机并改善康复结果。

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