使用虚拟现实干预的中风后上肢康复:结果测量是否评估运动改善的程度或类型?

Sandeep K Subramanian
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引用次数: 2

摘要

中风后上肢运动的改善在很大一部分中风患者中仍处于次优状态。增强UL运动改善的努力导致使用基于证据的干预措施,包括虚拟现实技术。干预措施对运动障碍、活动限制和参与限制的影响通常通过临床结果来评估。大多数临床结果集中于运动改善的程度(即多少)。关于恢复类型(即如何)的信息可以通过使用一些选定的临床结果和运动模式运动学测量来获得。研究目的是描述用于评估虚拟现实干预在量化上肢运动改善的程度和类型方面的效果的结果。我们回顾了基于虚拟现实(VR)的干预措施对增强UL运动改善的影响的已发表文献。从检索到的研究结果最初被分类为适当的国际功能分类。然后,我们根据现有证据将结果分类为量化运动改善的类型或程度。我们找到了100篇论文,研究了虚拟现实干预对增强中风后UL运动改善的影响。在100项研究中使用了42种不同的结果测量方法。17种不同的结果评估了损伤,16种用于测量活动限制,6种用于测量参与限制和环境因素的影响。Fugl Meyer评估、Wolf运动功能测试和中风影响量表在这三个类别中最常用。在检索到的100项研究中,48项使用了考虑恢复类型的结果。虽然比例较小,但17项研究包括了运动模式的结果。在使用VR进行脑卒中后UL康复的研究中,考虑恢复类型的结果的使用正在稳步增加。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Post-stroke upper limb rehabilitation using virtual reality interventions: Do outcome measures assess extent or type of motor improvement?
Post-stroke upper limb motor improvement continues to remain sub-optimal in a significant proportion of individuals sustaining a stroke. Efforts to enhance UL motor improvement have led to the use of evidence-based interventions including virtual reality technology. The effects of interventions on motor impairments, activity limitations and participation restrictions are commonly assesses using clinical outcomes. Majority of the clinical outcomes focus on the extent of motor improvement (i.e. how much). Information on the type (i.e. how) of recovery can be obtained by using a selected few clinical outcomes and movement pattern kinematic measures. The study objective was to characterize the outcomes used to assess the effects of virtual reality interventions in terms of quantifying the extent and type of upper limb motor improvement. We reviewed the published literature on the effects of virtual reality (VR) based interventions to enhance UL motor improvements. Outcomes from the retrieved studies were initially classified under the appropriate International Classification of Functioning categories. We then categorized the outcomes into those quantifying into type or extent of motor improvement based on existing evidence. We found 100 papers that investigated the effects of virtual reality interventions to enhance post-stroke UL motor improvement. Forty two different outcome measures were used across the 100 studies. Seventeen different outcomes assessed impairments, 16 were used to measure activity limitations and 6 measured participation restrictions and the effects of contextual factors. The Fugl Meyer Assessment, Wolf Motor Function Test and Stroke Impact Scale were most commonly used across the three categories. Of the retrieved 100 studies, 48 used an outcome that considered the type of recovery. Although a smaller proportion, 17 studies included outcomes of movement patterns. The use of outcomes considering the type of recovery is steadily increasing in studies using VR for post-stroke UL rehabilitation.
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