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首页> 外文期刊>Burns: Including Thermal Injury >Keeping up with video game technology: Objective analysis of Xbox Kinect? and PlayStation 3 Move? for use in burn rehabilitation
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Keeping up with video game technology: Objective analysis of Xbox Kinect? and PlayStation 3 Move? for use in burn rehabilitation

机译:跟上视频游戏技术:Xbox Kinect的客观分析?和PlayStation 3 Move?用于烧伤康复

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Commercially available interactive video games are commonly used in rehabilitation to aide in physical recovery from a variety of conditions and injuries, including burns. Most video games were not originally designed for rehabilitation purposes and although some games have shown therapeutic potential in burn rehabilitation, the physical demands of more recently released video games, such as Microsoft Xbox Kinect? (Kinect) and Sony PlayStation 3 Move? (PS Move), have not been objectively evaluated. Video game technology is constantly evolving and demonstrating different immersive qualities and interactive demands that may or may not have therapeutic potential for patients recovering from burns. This study analyzed the upper extremity motion demands of Kinect and PS Move using three-dimensional motion analysis to determine their applicability in burn rehabilitation. Thirty normal children played each video game while real-time movement of their upper extremities was measured to determine maximal excursion and amount of elevation time. Maximal shoulder flexion, shoulder abduction and elbow flexion range of motion were significantly greater while playing Kinect than the PS Move (p ≤ 0.01). Elevation time of the arms above 120° was also significantly longer with Kinect (p < 0.05). The physical demands for shoulder and elbow range of motion while playing the Kinect, and to a lesser extent PS Move, are comparable to functional motion needed for daily tasks such as eating with a utensil and hair combing. Therefore, these more recently released commercially available video games show therapeutic potential in burn rehabilitation. Objectively quantifying the physical demands of video games commonly used in rehabilitation aides clinicians in the integration of them into practice and lays the framework for further research on their efficacy.
机译:市售的交互式视频游戏通常用于康复,以帮助从各种状况和伤害(包括烧伤)中恢复体力。大多数视频游戏最初都不是为康复目的而设计的,尽管某些游戏在烧伤康复中显示出了治疗潜力,但最近发布的视频游戏(例如Microsoft Xbox Kinect)的实际需求是多少? (Kinect)和Sony PlayStation 3 Move? (PS Move),尚未经过客观评估。电子游戏技术在不断发展,并展现出不同的沉浸式质量和互动要求,这些要求对于烧伤康复的患者可能具有治疗潜力,也可能没有治疗潜力。本研究使用三维运动分析法分析了Kinect和PS Move的上肢运动需求,以确定其在烧伤康复中的适用性。每个视频游戏有30名正常儿童,同时测量了他们上肢的实时运动,以确定最大的偏移和抬高时间。玩Kinect时,最大肩屈,肩外展和肘屈的运动范围明显大于PS Move(p≤0.01)。使用Kinect时,手臂在120°以上的抬高时间也明显更长(p <0.05)。玩Kinect时,对肩部和肘部运动范围的身体需求以及PS Move的程度较小,可与日常任务(例如用餐具和头发梳理)所需的功能性运动相媲美。因此,这些最近发行的市售视频游戏在烧伤康复中显示出治疗潜力。客观地量化康复中常用的视频游戏的物理需求,以帮助临床医生将其纳入实践,并为进一步研究其功效奠定框架。

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