橡胶球云康复对未来治疗的思考

G. Burdea
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In 1996 researchers interested primarily in VR phobia treatment started the CyberTherapy conference series, and VR-based physical therapy, occupational therapy, therapy for learning deficits, and amnesia were reported at the first International Conference on Disability, Virtual Reality and Associated Technologies. By 1997 the National Science Foundation funded a study of rehabilitation at a distance between Rutgers and Stanford universities, located on either side of the United States. These beginnings used color-coded virtual rubber balls and haptic gloves to program the mechanical work done by the patient's affected hand. An artificial separation existed in the clinical practice between physical or occupational rehabilitation and cognitive therapy, due in part to separate education tracks. Nonetheless virtual reality researchers realized that the same hardware could be used in either physical or cognitive rehabilitation, and all that needed changing was the simulation software used. We thus coined the term “virtual rehabilitation” to encompass the continuum of therapy. In 2002 the associated conference started in Switzerland as the International Workshop on Virtual Rehabilitation. This later became the Virtual Rehabilitation International Conference series which you are attending today. While “virtual rehabilitation” was initially met with some skepticism by therapists who were concerned patients will misunderstand it, nowadays the term is better understood. To help further recognition for this emerging field, a new society was formed in 2008, the International Society for Virtual Rehabilitation (www.isvr.org), which is a co-sponsor of this conference. The merging of physical/occupational therapy and cognitive therapy is not due solely to the modularity offered by the hardware and software used in virtual environments. Another cause is the fact that patients affected by certain neurologic and motor deficits often have psychological and other cognitive co-morbidities. A well known example is depression associated with some types of stroke or with societal isolation that often follows the inability to have regular employment. The same tele-rehabilitation systems that are projected for large scale use to train patients in their home, may also be used to reduce the sense of isolation. Video games that are now being investigated as a way to reinvigorate therapeutic interventions could also be used in future game “tournaments” among teams of people with disabilities, or among people with disabilities and their families and friends. Virtual environments could then be used to customize the games and allow a patient to succeed, greatly boosting morale. An extreme example is the use of virtual hand avatars controlled by people with amputated arms, an application which we pioneered back in 2003. Popular awareness of and demand for virtual rehabilitation is expected to grow, which in turn will trigger changes in the way therapists are educated and accredited. A new field of study will emerge, as will the way therapists and psychologists will be recertified. Certainly the way licensing, insurance, even liability clauses follow local geography is archaic, and a more global certification program is expected to emerge. The one-to-one paradigm of therapy will also change, with one therapist performing “multiplexed” tele-rehabilitation. This is expected to reduce treatment costs while also increasing access to therapeutic care worldwide. Certain technologies will need to advance to act as force multipliers and to help therapists handle the expected workload increase. One supporting technology will be home-based robots which will not only clean, cook and guard, but extend their use to provision of therapy, especially physical therapy. Advances in technology will provide the ability to take therapy anywhere, anytime, addressing current limitation due to geographical location, lack of transportation, limited therapist availability or endurance. This will be facilitated by the proliferation of portable computing/communication terminals coupled to powerful mega-servers, in what is called today “cloud computing.” We predict that cloud computing will be extended to “cloud rehabilitation” by transforming these portable devices into rehabilitation systems. In cloud rehabilitation the library of disability-specific software simulations or games will reside on a third-party “cloud” of web servers. This is where clinicians will log on to set up rehabilitation regimens, follow up patient progress, insure compliance and monitor safety. By concentrating software maintenance and licensing to a unified web structure, the current information technology problems that plague healthcare institutions will be alleviated, the portability of medical data improved and the defense against unauthorized access to medical data boosted. The way to cloud rehabilitation seems straightforward - new types of input devices to measure the patient's input, games that allow clinically meaningful variables to be stored and therapeutic regimens set and monitored, distributed databases storing medical data securely, reliable and encoded communication, and of course, more computer savvy patient and therapist populations.","PeriodicalId":102061,"journal":{"name":"2009 Virtual Rehabilitation International Conference","volume":"97 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":"{\"title\":\"Rubber ball to cloud rehabilitation musing on the future of therapy\",\"authors\":\"G. 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While “virtual rehabilitation” was initially met with some skepticism by therapists who were concerned patients will misunderstand it, nowadays the term is better understood. To help further recognition for this emerging field, a new society was formed in 2008, the International Society for Virtual Rehabilitation (www.isvr.org), which is a co-sponsor of this conference. The merging of physical/occupational therapy and cognitive therapy is not due solely to the modularity offered by the hardware and software used in virtual environments. Another cause is the fact that patients affected by certain neurologic and motor deficits often have psychological and other cognitive co-morbidities. A well known example is depression associated with some types of stroke or with societal isolation that often follows the inability to have regular employment. The same tele-rehabilitation systems that are projected for large scale use to train patients in their home, may also be used to reduce the sense of isolation. Video games that are now being investigated as a way to reinvigorate therapeutic interventions could also be used in future game “tournaments” among teams of people with disabilities, or among people with disabilities and their families and friends. Virtual environments could then be used to customize the games and allow a patient to succeed, greatly boosting morale. An extreme example is the use of virtual hand avatars controlled by people with amputated arms, an application which we pioneered back in 2003. Popular awareness of and demand for virtual rehabilitation is expected to grow, which in turn will trigger changes in the way therapists are educated and accredited. A new field of study will emerge, as will the way therapists and psychologists will be recertified. 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引用次数: 10

摘要

虚拟康复的起源可以追溯到上世纪80年代末,当时人们使用感应手套来确定帕金森患者的手部震颤程度,并研究了虚拟环境作为训练轮椅导航的媒介。1992年,在圣地亚哥举行的第一届医学与虚拟现实会议上,我们提出了一个统一的系统,在这个系统中,传感手套被用来诊断和训练手部手术后的病人。其他研究人员率先在恐惧症、注意力缺陷、创伤后压力和其他情况下使用虚拟环境。1996年,主要对虚拟现实恐惧症治疗感兴趣的研究人员开始了网络治疗系列会议,并在第一届国际残疾、虚拟现实和相关技术会议上报道了基于虚拟现实的物理治疗、职业治疗、学习缺陷治疗和健忘症。1997年,美国国家科学基金会资助了一项康复研究,研究地点位于美国两侧的罗格斯大学和斯坦福大学之间。这些开始使用彩色编码的虚拟橡胶球和触觉手套来编程患者受影响的手所做的机械工作。在临床实践中,物理或职业康复与认知治疗之间存在着人为的分离,部分原因是不同的教育轨道。尽管如此,虚拟现实研究人员意识到,同样的硬件可以用于身体或认知康复,所需要改变的只是所使用的模拟软件。因此,我们创造了“虚拟康复”一词来涵盖治疗的连续性。2002年,相关会议在瑞士召开,名为“虚拟康复国际研讨会”。这后来成为了你们今天参加的虚拟康复国际会议系列。虽然“虚拟康复”一开始受到一些治疗师的怀疑,他们担心病人会误解它,但现在这个术语得到了更好的理解。为了帮助进一步认识这一新兴领域,2008年成立了一个新的学会,国际虚拟康复学会(www.isvr.org),它是本次会议的共同赞助者。物理/职业治疗和认知治疗的合并不仅仅是由于虚拟环境中使用的硬件和软件提供的模块化。另一个原因是受某些神经和运动缺陷影响的患者通常有心理和其他认知合并症。一个众所周知的例子是与某些类型的中风或社会孤立相关的抑郁症,通常是在无法正常就业之后出现的。计划大规模用于在家中训练病人的远程康复系统也可用于减少孤立感。目前正在研究的电子游戏作为一种重新激活治疗干预的方式,也可以用于未来残疾人团队或残疾人及其家人和朋友之间的游戏“锦标赛”。虚拟环境可以用来定制游戏,让病人成功,极大地鼓舞士气。一个极端的例子是使用由截肢者控制的虚拟手的化身,这是我们在2003年开创的一个应用。预计大众对虚拟康复的认识和需求将会增长,这反过来将引发治疗师教育和认证方式的变化。一个新的研究领域将会出现,治疗师和心理学家将重新获得认证。当然,许可证、保险甚至责任条款遵循当地地理的方式已经过时了,一个更加全球化的认证计划有望出现。一对一的治疗模式也将改变,由一位治疗师进行“多路”远程康复。预计这将降低治疗费用,同时也增加全世界获得治疗护理的机会。某些技术将需要进步,以充当力量倍增器,并帮助治疗师处理预期的工作量增加。一项支持技术将是家用机器人,它不仅可以清洁、烹饪和守卫,还可以扩展到提供治疗,尤其是物理治疗。技术的进步将提供随时随地进行治疗的能力,解决目前由于地理位置、交通缺乏、治疗师可用性或耐力有限而造成的限制。便携式计算/通信终端与强大的大型服务器相结合,即今天所说的“云计算”,将促进这一趋势的发展。我们预测,云计算将通过将这些便携式设备转变为康复系统,扩展到“云康复”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rubber ball to cloud rehabilitation musing on the future of therapy
We can trace the origins of virtual rehabilitation to the late 80s when sensing gloves were used to determine the degree of hand tremor in patients with Parkinson, and virtual environments were investigated as a medium to train wheelchair navigation. At the first Medicine Meets Virtual Reality conference in San Diego in 1992, we proposed a unified system where sensing gloves were used to diagnose and train patients post hand surgery. Other researchers pioneered the use of virtual environments in phobias, attention deficit, post-traumatic stress and other conditions. In 1996 researchers interested primarily in VR phobia treatment started the CyberTherapy conference series, and VR-based physical therapy, occupational therapy, therapy for learning deficits, and amnesia were reported at the first International Conference on Disability, Virtual Reality and Associated Technologies. By 1997 the National Science Foundation funded a study of rehabilitation at a distance between Rutgers and Stanford universities, located on either side of the United States. These beginnings used color-coded virtual rubber balls and haptic gloves to program the mechanical work done by the patient's affected hand. An artificial separation existed in the clinical practice between physical or occupational rehabilitation and cognitive therapy, due in part to separate education tracks. Nonetheless virtual reality researchers realized that the same hardware could be used in either physical or cognitive rehabilitation, and all that needed changing was the simulation software used. We thus coined the term “virtual rehabilitation” to encompass the continuum of therapy. In 2002 the associated conference started in Switzerland as the International Workshop on Virtual Rehabilitation. This later became the Virtual Rehabilitation International Conference series which you are attending today. While “virtual rehabilitation” was initially met with some skepticism by therapists who were concerned patients will misunderstand it, nowadays the term is better understood. To help further recognition for this emerging field, a new society was formed in 2008, the International Society for Virtual Rehabilitation (www.isvr.org), which is a co-sponsor of this conference. The merging of physical/occupational therapy and cognitive therapy is not due solely to the modularity offered by the hardware and software used in virtual environments. Another cause is the fact that patients affected by certain neurologic and motor deficits often have psychological and other cognitive co-morbidities. A well known example is depression associated with some types of stroke or with societal isolation that often follows the inability to have regular employment. The same tele-rehabilitation systems that are projected for large scale use to train patients in their home, may also be used to reduce the sense of isolation. Video games that are now being investigated as a way to reinvigorate therapeutic interventions could also be used in future game “tournaments” among teams of people with disabilities, or among people with disabilities and their families and friends. Virtual environments could then be used to customize the games and allow a patient to succeed, greatly boosting morale. An extreme example is the use of virtual hand avatars controlled by people with amputated arms, an application which we pioneered back in 2003. Popular awareness of and demand for virtual rehabilitation is expected to grow, which in turn will trigger changes in the way therapists are educated and accredited. A new field of study will emerge, as will the way therapists and psychologists will be recertified. Certainly the way licensing, insurance, even liability clauses follow local geography is archaic, and a more global certification program is expected to emerge. The one-to-one paradigm of therapy will also change, with one therapist performing “multiplexed” tele-rehabilitation. This is expected to reduce treatment costs while also increasing access to therapeutic care worldwide. Certain technologies will need to advance to act as force multipliers and to help therapists handle the expected workload increase. One supporting technology will be home-based robots which will not only clean, cook and guard, but extend their use to provision of therapy, especially physical therapy. Advances in technology will provide the ability to take therapy anywhere, anytime, addressing current limitation due to geographical location, lack of transportation, limited therapist availability or endurance. This will be facilitated by the proliferation of portable computing/communication terminals coupled to powerful mega-servers, in what is called today “cloud computing.” We predict that cloud computing will be extended to “cloud rehabilitation” by transforming these portable devices into rehabilitation systems. In cloud rehabilitation the library of disability-specific software simulations or games will reside on a third-party “cloud” of web servers. This is where clinicians will log on to set up rehabilitation regimens, follow up patient progress, insure compliance and monitor safety. By concentrating software maintenance and licensing to a unified web structure, the current information technology problems that plague healthcare institutions will be alleviated, the portability of medical data improved and the defense against unauthorized access to medical data boosted. The way to cloud rehabilitation seems straightforward - new types of input devices to measure the patient's input, games that allow clinically meaningful variables to be stored and therapeutic regimens set and monitored, distributed databases storing medical data securely, reliable and encoded communication, and of course, more computer savvy patient and therapist populations.
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