Lessons learned towards a best practices model of virtual reality intervention for individuals with intellectual and developmental disability

M. Lotan, S. Yalon-Chamovitz, P. Weiss
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引用次数: 10

Abstract

Individuals with intellectual and developmental disabilities (IDD) are in need of effective physical fitness training programs, leisure time opportunities and strategies to improve their participation. The overall objective was to gather “lessons learned” towards the formulation of a best practices model for the application of VR intervention for adults with IDD. During study 1 a group of 33 participants (mean age = 28.1 ± 5.3 years; moderate IDD level) underwent a 12 week program of 2–3 30 minute sessions per week consisting of game-like exercises provided by the GestureTek's IREX VR operated by an occupational therapist. During study 2 a research group (N=30; mean age = 52.3 ± 5.8 years; moderate IDD level) participated in a 6 week fitness program of three 30 minute sessions per week consisting of game-like exercises provided by the Sony PlayStation II EyeToy VR system. Changes in physical fitness were monitored by the Energy Expenditure Index (EEI), the modified 12 min walk\run and the Total Heart Beat Index (THBI). Results were compared to a control group (N=30, mean age = 54.3 ± 5.4 years). During study 3, 24 participants with severe levels of IDD (N=30; mean age = 52.3 ± 5.8 years; moderate IDD level) were matched for age, IDD level and functional abilities with a control group (N=30, mean age = 54.3 ± 5.4 years). The research group participated in an 8 week VR program (3 times per week) using GestureTek's IREX video capture technology operated by the local caregiver staff. The VR programs were found to attract full participation by the participants at moderate levels of IDD but some difficulties were found in fully engaging all individuals at severe levels of IDD. Different commercial VR systems were used and were found to be usable by health-profession students and local caregiver staff. Significant (P≪0.05) improvements in physical fitness were demonstrated for the research group in comparison to the control group. VR technology is an effective tool to engage individuals with IDD in a variety of activities by operators of different educational background and professions. VR technology could be successfully operated for adults at mild, moderate and severe levels of IDD and VR technology resulted in significant improvements in the physical fitness levels of the participants. Further research is needed to complete the construction of a “best practice” model.
针对智力和发育障碍个体的虚拟现实干预最佳实践模式的经验教训
患有智力和发育障碍(IDD)的个体需要有效的体能训练计划、休闲时间机会和策略来提高他们的参与度。总体目标是收集“经验教训”,为IDD成人应用VR干预制定最佳实践模型。在研究1中,一组33名参与者(平均年龄= 28.1±5.3岁;中度缺乏症)接受了为期12周的计划,每周2-3次30分钟,包括由职业治疗师操作的GestureTek的IREX VR提供的游戏式练习。在研究2中,一个研究组(N=30;平均年龄= 52.3±5.8岁;中度缺乏症)参加了为期6周的健身计划,每周三次,每次30分钟,包括由索尼PlayStation II EyeToy VR系统提供的游戏式锻炼。通过能量消耗指数(EEI)、改良的12分钟步行/跑步和总心跳指数(THBI)来监测身体健康的变化。结果与对照组(N=30,平均年龄= 54.3±5.4岁)进行比较。在研究3中,24名重度IDD患者(N=30;平均年龄= 52.3±5.8岁;对照组(N=30,平均年龄= 54.3±5.4岁)在年龄、IDD水平和功能能力方面进行匹配。研究小组参加了为期8周的VR项目(每周3次),使用由当地护理人员操作的GestureTek的IREX视频捕捉技术。研究发现,虚拟现实项目吸引了中度缺乏症患者的充分参与,但在让所有重度缺乏症患者充分参与方面存在一些困难。使用了不同的商业虚拟现实系统,并发现卫生专业学生和当地护理人员可以使用这些系统。与对照组相比,研究组在身体素质方面有了显著改善(P < 0.05)。虚拟现实技术是一种有效的工具,可以让不同教育背景和专业的操作员参与到IDD患者的各种活动中。VR技术可以成功地应用于轻度、中度和重度IDD的成人,VR技术显著改善了参与者的身体健康水平。需要进一步的研究来完成“最佳实践”模型的构建。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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