不同虚拟现实技术支持上肢物理康复的接受度和可用性:上肢工作损伤患者的实验结果。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Andrzej Grabowski
{"title":"不同虚拟现实技术支持上肢物理康复的接受度和可用性:上肢工作损伤患者的实验结果。","authors":"Andrzej Grabowski","doi":"10.1089/g4h.2024.0071","DOIUrl":null,"url":null,"abstract":"<p><p><b><i>Objective:</i></b> The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. <b><i>Materials and Methods:</i></b> A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. <b><i>Results:</i></b> Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney <i>U</i> tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. <b><i>Conclusion:</i></b> The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":""},"PeriodicalIF":2.2000,"publicationDate":"2025-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work.\",\"authors\":\"Andrzej Grabowski\",\"doi\":\"10.1089/g4h.2024.0071\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p><b><i>Objective:</i></b> The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. <b><i>Materials and Methods:</i></b> A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. <b><i>Results:</i></b> Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney <i>U</i> tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. <b><i>Conclusion:</i></b> The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.</p>\",\"PeriodicalId\":47401,\"journal\":{\"name\":\"Games for Health Journal\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.2000,\"publicationDate\":\"2025-04-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Games for Health Journal\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1089/g4h.2024.0071\",\"RegionNum\":3,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2024.0071","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0

摘要

目的:人机界面是推进面向上肢康复的虚拟现实(VR)游戏等产品的关键。材料和方法:对60名男性参与者进行了一项比较研究,他们都是年龄在20至30岁之间的年轻建筑工人,他们是从两个康复中心挑选出来的,专门针对由职业伤害引起的上肢功能障碍的个体,由合格的物理治疗师评估。该研究评估了不同的图像呈现方法,两种类型的头戴式显示器(hmd),捆绑在PC和独立设备上,以及电视上。参与者参与了一系列五种不同的康复游戏,在30分钟的时间内执行标准化的动作序列。结果:研究结果显示,所选择的界面与技术接受度、可用性、用户体验、空间存在和感知压力等因素之间存在显著的相关性。为了比较显示方法,进行了Mann-Whitney U检验。HMD配置通常优于TV选项。与电视和PC捆绑的HMD相比,独立的HMD表现出了更好的结果,使用意图(52%和16%)、整体性能(41%和15%)和感知有用性(20%和16%)都有所增加。物理治疗师进行的可用性评估的平均得分为74.5分,表明对该系统的实用性和有效性达成了共识。结论:HMD的高可用性与以往的研究结果一致。新的发现涉及跨多个维度的界面的深入比较分析。今后的研究应进一步探讨界面长期使用后的评价及影响治疗效果和上肢功能的因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Acceptance and Usability of Different Virtual Reality-Based Technologies Supporting Physical Rehabilitation of the Upper Limb: Results of Experiments with Patients After Upper Limb Injury at Work.

Objective: The human-computer interface is pivotal in advancing products like virtual reality (VR) games tailored for upper limb rehabilitation. Materials and Methods: A comparative study was conducted with 60 male participants, all young construction workers aged 20 to 30, who were selected from two rehabilitation centers, specifically targeting individuals with comparable upper limb dysfunctions resultant from occupational injuries, as assessed by qualified physiotherapists. The study evaluated various image presentation methodologies, two types of head-mounted displays (HMDs), tethered to a PC and a stand-alone, and a TV. Participants engaged in a series of five distinct rehabilitation games, executing a standardized sequence of movements over a 30-minute duration. Results: Findings revealed a significant correlation between the chosen interface and factors such as technology acceptance, usability, user experience, spatial presence, and perceived stress during the training sessions. To compare display methods Mann-Whitney U tests were performed. The HMD configurations generally outperformed the TV option. The stand-alone HMD particularly demonstrated superior outcomes in comparison to both, TV and HMD tethered to PC, with increases observed in intent to use (52% and 16%), overall performance (41% and 15%), and perceived usefulness (20% and 16%). The usability assessment conducted by physiotherapists yielded an average score of 74.5, indicating a consensus on the practicality and effectiveness of the system. Conclusion: The high usability of HMD aligns with previous studies. New findings concern an in-depth comparative analysis of interfaces across multiple dimensions. Future research should explore the evaluation of interfaces after long-term use and factors influencing therapy effectiveness and upper limb functionality.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信