虚拟现实镜像疗法(VRMT)改善中风后幸存者手指灵活性:一项基于家庭干预的初步可行性研究

Bethany Strong, Biao Zeng, Peter McCarthy, A. Roula, Liucheng Guo
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摘要

在英国有120万中风幸存者,其中约77%的人失去了部分上肢功能。传统的镜像疗法(MT)通过重复、运动启动和动作观察来促进脑卒中患者的运动恢复。尽管一系列高强度的重复暴露于治疗干预,如锻炼和镜像疗法,似乎是运动恢复的关键,但很难保持患者的动力,因为变化可能很慢,治疗似乎单调。虚拟现实(VR)系统提供跟踪手部功能的能力,这可能有利于MT,因为它可以在类似游戏的环境中提供真实的反馈,以增加动机。此外,VR可能会增加患者所需的治疗练习的种类,因为它不受镜盒物理屏障的限制。本研究旨在开发和评估虚拟现实镜像治疗(VRMT)系统的可行性和有效性,旨在提高中风后患者的手指灵活性。本研究招募了10名中风后上肢偏瘫的参与者,该研究在参与者家中进行。参与者被随机分为三组:第一组采用VRMT干预;2组采用九孔钉(9HPT)试验,3组不进行干预(对照组)。结果显示,1组和2组的9HPT得分较3组有明显提高。参与者的反馈强调了VR控制器的功能问题,这可能会影响可用性和动机。这项研究的结果表明,VRMT有改善手指功能的潜力,可以用于中风后的个体,并可以增加常规治疗后治疗性锻炼的参与。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtual Reality Mirror Therapy (VRMT) to Improve Finger Dexterity in Post-stroke Survivors: A Preliminary Feasibility Study of a Home-based Intervention
There are 1.2 million stroke survivors living in the UK, of which approximately 77% have lost some upper limb function. Traditional mirror therapy (MT) uses repetition, motor priming, and action observation to promote motor recovery in stroke patients. Although a range of intense repetitive exposure to therapeutic interventions, such as exercises and mirror therapy, appear key in motor recovery, it can be difficult to keep patients motivated as change can be slow and therapy appears monotonous. Virtual reality (VR) systems offer the ability of tracking hand function, which could benefit MT as it may provide realistic feedback, in a game like environment to increase motivation. In addition, VR may increase the variety of therapeutic exercises needed for patients as it is not restricted by the physical barrier of the mirror box. This study aimed to develop and evaluate the feasibility and effectiveness of a Virtual Reality Mirror Therapy (VRMT) system, intended to improve finger dexterity in post-stroke patients. Ten post stroke participants with upper limb hemiparesis were recruited for this study, which was run virtually at the participants’ home. Participants were randomly allocated into three groups: Group 1 used the VRMT intervention; Group 2 used the Nine-hole peg (9HPT) test and Group 3 received no intervention (Control group). The results show that Groups 1 and 2 increased their 9HPT scores more than Group 3. Feedback from participants highlighted functional issues with the VR controller, which may have impacted on usability and motivation. The results of this study indicate that VRMT has the potential to improve finger function, can be used by post-stroke individuals and could increase engagement with therapeutic exercises post-conventional treatment.
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