Comparing In-Person, Standard Telehealth, and Remote Musculoskeletal Examination With a Novel Augmented Reality Exercise Game System: Pilot Cross-Sectional Comparison Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-02-05 DOI:10.2196/57443
Richard Wu, Keerthana Chakka, Sara Belko, Ninad Khargonkar, Kevin Desai, Balakrishnan Prabhakaran, Thiru Annaswamy
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引用次数: 0

Abstract

Background: Current telemedicine technologies are not fully optimized for conducting physical examinations. The Virtual Remote Tele-Physical Examination (VIRTEPEX) system, a novel proprietary technology platform using a Microsoft Kinect-based augmented reality game system to track motion and estimate force, has the potential to assist with conducting asynchronous, remote musculoskeletal examinations.

Objective: This pilot study evaluated the feasibility of the VIRTEPEX system as a supplement to telehealth musculoskeletal strength assessments.

Methods: In this cross-sectional pilot study, 12 study participants with upper extremity pain and/or weakness underwent strength evaluations for four upper extremity movements using in-person, telehealth, VIRTEPEX, and composite (telehealth plus VIRTEPEX) assessments. The evaluators were blinded to each other's assessments. The primary outcome was feasibility, as determined by participant recruitment, study completion, and safety. The secondary outcome was preliminary evaluation of inter-rater agreement between in-person, telehealth, and VIRTEPEX strength assessments, including κ statistics.

Results: This pilot study had an 80% recruitment rate, a 100% completion rate, and reported no adverse events. In-person and telehealth evaluations achieved highest overall agreement (85.71%), followed by agreements between in-person and composite (75%), in-person and VIRTEPEX (62.5%), and telehealth and VIRTEPEX (62.5%) evaluations. However, for shoulder flexion, agreement between in-person and VIRTEPEX evaluations (78.57%; κ=0.571, 95% CI 0.183 to 0.960) and in-person and composite evaluations (78.57%; κ=0.571, 95% CI 0.183 to 0.960) was higher than that between in-person and telehealth evaluations (71.43%; κ=0.429, 95% CI -0.025 to 0.882).

Conclusions: This study demonstrates the feasibility of asynchronous VIRTEPEX examinations and supports the potential for VIRTEPEX to supplement and add value to standard telehealth platforms. Further studies with an additional development of VIRTEPEX and larger sample sizes for adequate power are warranted.

Abstract Image

Abstract Image

比较面对面,标准远程医疗和远程肌肉骨骼检查与一种新的增强现实运动游戏系统:试点横断面比较研究。
背景:目前的远程医疗技术在进行身体检查方面还没有完全优化。虚拟远程远程体格检查(VIRTEPEX)系统是一种新颖的专有技术平台,使用基于Microsoft kinect的增强现实游戏系统来跟踪运动和估计力,具有协助进行异步远程肌肉骨骼检查的潜力。目的:本初步研究评估了VIRTEPEX系统作为远程医疗肌肉骨骼强度评估的补充的可行性。方法:在这项横断面初步研究中,12名上肢疼痛和/或无力的研究参与者使用面对面、远程医疗、VIRTEPEX和复合(远程医疗加VIRTEPEX)评估进行了四种上肢运动的力量评估。评价者对彼此的评价一无所知。主要结局是可行性,由参与者招募、研究完成和安全性决定。次要结局是初步评估面对面、远程医疗和VIRTEPEX强度评估之间的一致性,包括κ统计。结果:该初步研究的招募率为80%,完成率为100%,无不良事件报告。面对面和远程医疗评估的总体一致性最高(85.71%),其次是面对面和综合评估(75%)、面对面和VIRTEPEX评估(62.5%)以及远程医疗和VIRTEPEX评估(62.5%)之间的一致性。然而,对于肩关节屈曲,面对面评估和VIRTEPEX评估的一致性(78.57%;κ=0.571, 95% CI 0.183 ~ 0.960),亲自评估和综合评估(78.57%;κ=0.571, 95% CI 0.183 ~ 0.960)高于现场和远程医疗评估(71.43%;κ=0.429, 95% CI为-0.025 ~ 0.882)。结论:本研究证明了异步VIRTEPEX检查的可行性,并支持VIRTEPEX补充和增加标准远程医疗平台价值的潜力。有必要进一步研究VIRTEPEX的额外开发和更大的样本量以获得足够的功率。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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