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An evaluation of virtual reality technology as an occupational therapy treatment tool in spinal cord injury rehabilitation

机译:虚拟现实技术作为脊髓损伤康复中职业治疗工具的评估

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摘要

The introduction of virtual reality (VR) games as an occupational therapy (OT) treatment tool is an attempt to use technology as purposeful activity that is more relevant to a modern patient population than traditional art and craft based activities. It is unclear however if VR games are suitable for clinical applications and the current project examines the usability of video-capture VR games in spinal cord injury (SCI) rehabilitation.udParticipants were 10 male acute SCI patients with complete and incomplete SCI (C5 – L2), and ages ranging from 23 – 56 years (mean = 40.5 years; SD = 14.07). Time post injury was 3 – 6 months (mean = 4 months; SD = 1.25).udThe first study examined console-based VR games. Participants engaged with three different VR game types: a purely physical game, a physical and cognitive game, and a purely cognitive game. Patients were interviewed about their experience using a 45 point usability questionnaire, and the attending therapists completed a similar survey. Both patients and therapists agreed that VR games increase motivation to attend therapy, and motivate patients to perform past their perceived limits of movement and endurance. The VR games used did not overexert patients and did not cause any extra pain or discomfort. Results suggest that patients with limited experience of computer technology, and over a wide range of ages and social backgrounds, could use the VR games successfully and independently.udThe second study looked at an equivalent PC-based VR game to determine if there are advantages in using this platform. Participants engaged in a purely physical VR game and were interviewed using a questionnaire as before. The attending therapists completed a similar feedback form. Results showed the PC based VR game was equivalent to the console game in functionality and ease of use, but had the advantage of being more portable and easier to set up and operate.udThese findings support the idea that VR games are an appropriate and useful compliment to conventional OT. In addition, patients found that having their image and real-time movements displayed onscreen was useful feedback to correct posture and direct upper limb movements.
机译:引入虚拟现实(VR)游戏作为职业治疗(OT)治疗工具是一种尝试,将技术作为有目的的活动,而不是传统的基于手工艺品的活动,它与现代患者群体更为相关。不过,目前尚不清楚VR游戏是否适合临床应用,本项目研究了视频捕获VR游戏在脊髓损伤(SCI)康复中的可用性。 ud参与者为10名男性SCI完全或不完全的急性SCI患者(C5 – L2),年龄从23 – 56岁不等(平均= 40.5岁; SD = 14.07)。受伤后的时间为3到6个月(平均= 4个月; SD = 1.25)。 ud第一项研究考察了基于游戏机的VR游戏。参与者参与了三种不同的VR游戏类型:纯物理游戏,物理和认知游戏以及纯认知游戏。使用45分可用性调查表对患者进行了访谈,主治医生完成了类似的调查。患者和治疗师都认为,VR游戏可以增加参加治疗的动力,并可以激发患者执行超出其运动和耐力极限的运动。使用的VR游戏不会使患者过度疲劳,也不会引起任何额外的疼痛或不适。结果表明,计算机技术经验有限,年龄和社会背景广泛的患者可以成功且独立地使用VR游戏。 ud第二项研究考察了基于PC的等效VR游戏,以确定是否有优势在使用该平台。与以往一样,参与者参加了纯物理VR游戏,并使用问卷进行了采访。主治治疗师填写了类似的反馈表。结果显示,基于PC的VR游戏在功能和易用性方面均等同于控制台游戏,但具有更便携,易于安装和操作的优势。 ud这些发现支持VR游戏是合适且有用的想法。补充传统OT。另外,患者发现将他们的图像和实时运动显示在屏幕上对于纠正姿势和指导上肢运动是有用的反馈。

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