Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan
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Abstract

This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition. Worldwide, osteoporosis causes 8.9 million fractures annually; it is associated with substantial pain, suffering, disability and increased mortality. The importance of physical therapy as a rehabilitation strategy to avoid osteoporosis fracture cannot be over-emphasised. However, the main rehabilitation challenges relate to engagement and participation. The use of virtual rehabilitation to address such challenges in the delivery of physical improvement is gaining in popularity. As there currently is a paucity of literature applying virtual rehabilitation to patients with osteoporosis, the authors broadened the search parameters to include articles relating to the virtual rehabilitation of other skeletal disorders (e.g. Ankylosing spondylitis, spinal cord injury, motor rehabilitation, etc.). This systematic review initially identified 130 titles, from which 23 articles (involving 539 participants) met all eligibility and selection criteria. Four groups of devices supporting virtual rehabilitation were identified: a head-mounted display, a balance board, a camera and more specific devices. Each device supported physical improvement (i.e. balance, muscle strength and gait) post-training. This review has shown that: (a) each device allowed improvement with different degrees of immersion, (b) the technology choice is dependent on the care need and (c) virtual rehabilitation can be equivalent to and enhance conventional therapy and potentially increase the patient’s engagement with physical therapy.

Abstract Image

骨质疏松症或其他肌肉骨骼疾病患者的虚拟康复:系统综述
本研究旨在确定设计虚拟康复的有效方法,以改善骨质疏松症或其他肌肉骨骼疾病患者的身体状况(如平衡和步态),并支持他们参与康复(即激励)。骨质疏松症是一种全身性骨骼疾病,是全球最普遍的疾病之一,影响着 5 亿成年人。尽管骨质疏松症患者的人数与心血管疾病和痴呆症患者的人数相近,甚至更多,但骨质疏松症却没有得到同样的认可。在全球范围内,骨质疏松症每年导致 890 万例骨折;它与巨大的疼痛、痛苦、残疾和死亡率增加有关。物理治疗作为一种避免骨质疏松症骨折的康复策略,其重要性怎么强调都不为过。然而,主要的康复挑战与参与和介入有关。使用虚拟康复技术来应对这些挑战,以改善身体状况的做法越来越受欢迎。由于目前将虚拟康复应用于骨质疏松症患者的文献很少,作者扩大了搜索参数,将其他骨骼疾病(如强直性脊柱炎、脊髓损伤、运动康复等)的虚拟康复相关文章也纳入其中。这项系统性综述初步确定了 130 篇文章,其中 23 篇文章(涉及 539 名参与者)符合所有资格和选择标准。确定了四组支持虚拟康复的设备:头戴式显示器、平衡板、摄像头和更多特定设备。每种设备都支持训练后的身体改善(即平衡、肌肉力量和步态)。这项研究表明(a) 每种设备都能以不同程度的沉浸感改善身体状况,(b) 技术的选择取决于护理需求,(c) 虚拟康复可以等同于传统疗法,并能增强传统疗法的效果,还可能提高患者对物理治疗的参与度。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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