实时数字化视觉反馈在下肢功能缺陷运动治疗中的应用:原型测试中可用性因素的定性研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-12-10 DOI:10.2196/51771
Klaus Widhalm, Lukas Maul, Sebastian Durstberger, Peter Putz, Carissa Klupper, Franz Werner
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引用次数: 0

摘要

背景:骨关节炎是肌肉骨骼系统最常见的退行性疾病之一,最终可能导致需要手术,如全膝关节或髋关节置换术。功能性运动缺陷可能是下肢骨关节炎的预后因素。因此,训练生理运动模式可能有助于治疗这类功能缺陷。经常锻炼的动机是至关重要的,可以通过使用数字实时反馈来促进。目的:本定性研究旨在收集用户对名为homeSETT的实时运动反馈系统中原型反馈可视化的建议,以治疗功能缺陷。该系统为参与者提供实时反馈,同时进行功能缺陷的锻炼,如躯干外侧倾斜、骨盆下垂和外翻推力。本研究的结果应该有助于优化原型反馈可视化。因此,主要的研究问题是患者、物理治疗师和医生如何评估所选功能练习的原型反馈可视化的呈现和当前状态,以及建议哪些改进和变化。方法:在运动实验室使用3D光电运动分析系统对原型反馈可视化进行测试。在原型测试后的半结构化访谈中,采用出声思考法获取可用性因素数据。采用定性内容分析对半结构化访谈的录音记录和大声思考方法的记录日志进行了检验。结果:分析了9名参与者的数据,包括2名(22%)患者,2名(22%)医生和5名(56%)物理治疗师。参与者的平均年龄为45岁(SD 9),参与的物理治疗师和内科医生的平均工作经验为22岁(SD 5)。每个参与者都测试了11种不同的运动反馈组合。总体而言,结果表明参与者喜欢原型反馈可视化,并相信它们可以用于治疗环境。参与者对反馈可视化的简单、清晰和不言自明的性质表示赞赏。虽然大多数参与者很快就熟悉了自己,但有些人很难识别反馈目标,并将可视化与他们的动作联系起来。改进建议包括优化配色方案、灵敏度和难度调整。添加指导性信息和游戏设计元素(如重复计数和奖励系统)被认为是有用的。研究的主要限制是样本量小,并且使用对表现的反馈作为唯一的反馈方式。结论:原型反馈可视化被参与者积极感知,并被认为适用于治疗设置。在改进反馈可视化的配色方案、灵敏度和可识别性方面收集了见解。强调了更多游戏化和教学元素的实施。未来的工作将基于研究结果优化原型反馈可视化,并评估homeSETT系统在符合条件的患者群体中的疗效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-Time Digitized Visual Feedback in Exercise Therapy for Lower Extremity Functional Deficits: Qualitative Study of Usability Factors During Prototype Testing.

Background: Osteoarthritis is one of the most common degenerative diseases of the musculoskeletal system and can ultimately lead to the need for surgery, such as total knee or hip arthroplasty. Functional movement deficits can be a prognostic factor for osteoarthritis in the lower extremities. Thus, training physiological movement patterns may help in the treatment of such functional deficits. Motivation to exercise frequently is of utmost importance and can be promoted by using digital real-time feedback.

Objective: This qualitative study aims to gather user recommendations for prototype feedback visualizations in a real-time exercise-feedback system called homeSETT for the treatment of functional deficits. The system provides real-time feedback to participants while performing exercises that focus on functional deficits, such as lateral trunk lean, pelvic drop, and valgus thrust. The findings of this study should help to optimize the prototype feedback visualizations. Thus, the main research questions were how patients, physiotherapists, and physicians evaluate the presented, current state of prototype feedback visualizations for selected functional exercises, and what improvements and variations would be recommended.

Methods: Testing of the prototype feedback visualizations took place at a movement laboratory using a 3D optoelectronic movement analysis system. Data on usability factors were acquired using the thinking aloud method during and semistructured interviews after prototype testing. Transcribed audio recordings of semistructured interviews as well as scribing logs of the thinking aloud method were examined using qualitative content analysis.

Results: Data were analyzed from 9 participants, comprising 2 (22%) patients, 2 (22%) physicians, and 5 (56%) physiotherapists. The mean age of the participants was 45 (SD 9) years and the mean work experience among the participating physiotherapists and physicians was 22 (SD 5) years. Each participant tested 11 different exercise-feedback combinations. Overall, results indicated that participants enjoyed the prototype feedback visualizations and believed that they could be used in therapeutic settings. Participants appreciated the simplicity, clarity, and self-explanatory nature of the feedback visualizations. While most participants quickly familiarized themselves, some struggled to recognize the feedback goals and connect the visualizations to their movements. Recommendations for improvement included optimizing color schemes, sensitivity, and difficulty adjustments. Adding instructional information and game design elements, such as repetition counting and reward systems, was deemed useful. The main study limitations were the small sample size and the use of feedback on performance as the sole feedback modality.

Conclusions: The prototype feedback visualizations were positively perceived by the participants and were considered applicable in therapy settings. Insights were gathered on improving the color scheme, sensitivity, and recognizability of the feedback visualizations. The implementation of additional gamification and instructional elements was emphasized. Future work will optimize the prototype feedback visualizations based on study results and evaluate the homeSETT system's efficacy in eligible patient populations.

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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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