中风患者在沉浸式虚拟环境和真实环境中的职业表现比较:观察性随机交叉试验研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-11-15 DOI:10.2196/58388
Xijun Wei, Ping Zhou, Yixi Wei, Dashuang Wu, Ping Qin, Yingying Zhang, Jing Zhu, Zhanbing Ren, Hai Li, Yumei Zhang
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引用次数: 0

摘要

背景:传统的康复方法包括治疗师在医疗保健环境中模拟各种职业任务或再现真实生活场景,以评估和训练患者的日常生活工具活动(IADLs)。作为一种替代方法,沉浸式虚拟现实(IVR)已在中风康复中广泛应用多年,但比较虚拟环境和真实环境中职业表现的研究却很有限:本研究旨在介绍一种专为脑卒中患者设计的新型 IVR 购物系统,并调查脑卒中患者在虚拟和真实环境中职业表现的相关性:从南方医科大学深圳医院康复医学科招募了10名符合纳入和排除标准的脑卒中患者,进行这项观察性随机交叉研究;患者主要为男性(7人),经历过缺血性脑卒中(9人),年龄在14至73岁之间,脑卒中发生时间在1至42个月之间。所有患者都尝试了虚拟和现实环境中的购物任务。迷你精神状态检查(MMSE)、定时起立行走测试(TUGT)、改良巴特尔指数(MBI)和劳顿指数(LI)用于评估认知能力、行动能力和日常生活活动能力。虚拟和真实环境中的记忆能力和持续时间被记录为职业表现的主要参数。Wilcoxon 检验和 Spearman 相关系数用于分析两种环境之间的差异和相关性:Wilcoxon 检验表明,虚拟环境和真实环境在记忆容量和完成任务的持续时间方面没有显著差异(P>.99 和 P=.99),两种环境下的记忆容量均与 LI 相关(ρ=0.81;P=.005)。记忆持续时间与虚拟环境中的TUGT有关系(ρ=0.68;P=.03),与真实环境中的MMSE呈边缘负相关(ρ=-0.58;P=.08):考虑到本研究使用的样本量较小以及研究的局限性,尽管在 IVR 中的购物表现与真实世界中的购物表现之间存在显著相关性,但现在就断定 IVR 是一种非劣效法还为时尚早,但在资源有限的情况下,IVR 有可能成为 IADL 评估和训练的一种替代方法。不过,还需要进一步研究虚拟训练的心理测量特性、临床效果以及对实际表现的影响。对实践的影响可能包括以下几点:(1) 虚拟购物中的职业表现可能与真实世界中的购物表现相同,因此可以开发更多的虚拟 IADL;(2) 虚拟 IADL 评估和培训系统可以用于偏远地区或资源有限的地区;(3) 可以从虚拟环境中提取更多 IADL 的客观参数。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study.

Background: Conventional rehabilitation approaches involve therapists simulating various occupational tasks in health care settings or recreating real-life situations to assess and train patients in instrumental activities of daily living (IADLs). As an alternative, immersive virtual reality (IVR) has been widely used in stroke rehabilitation for years, but research comparing occupational performance between virtual and real environments is limited.

Objective: This study aims to introduce a novel IVR shopping system designed for patients with stroke and to investigate the correlation of occupational performance in virtual and real environments among patients with stroke.

Methods: Ten patients with stroke were recruited from the Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, who met the inclusion and exclusion criteria for this observational, randomized crossover study; the patients were predominantly male (n=7), had experienced ischemic stroke (n=9), were aged 14 to 73 years, and had a time since stroke of 1 to 42 months. All patients attempted shopping tasks in virtual and real environments. The Mini-Mental State Examination (MMSE), Timed Up and Go Test (TUGT), modified Barthel index (MBI), and Lawton index (LI) were used to assess cognition, ambulation, and activities of daily living. Memory capacity and duration in the virtual and real environments were recorded as the primary parameters of occupational performance. The Wilcoxon test and Spearman correlation coefficients were used to analyze the differences and correlations between the 2 environments.

Results: The Wilcoxon test showed no significant differences between the virtual and real environments in memory capacity and duration of task completion (P>.99 and P=.99), and memory capacity in both environments correlated with the LI (ρ=0.81; P=.005). Memory duration had a relationship with the TUGT in the virtual environment (ρ=0.68; P=.03) and a borderline negative correlation with MMSE in the real environment (ρ=-0.58; P=.08).

Conclusions: Considering the small sample size used in this study and the study's limitations, despite the significant correlation between shopping performance in IVR and the real world, it is still too early to conclude that IVR is a noninferior approach, but it presents the potential to be an alternative for assessment and training in IADLs when resources are limited. However, further research is needed to investigate the psychometric properties, clinical effects, and impact of virtual training on real-world performance. The implications for practice might include the following: (1) occupational performance in virtual shopping might be the same as real-world shopping, and more virtual IADLs could thus be developed; (2) virtual IADL assessment and training systems could be used in remote locations or locations with limited resources; and (3) more objective parameters of IADLs could be extracted from virtual environments.

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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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