我以为这很难,但这实际上是我可以做的——对脑外伤患者进行基于虚拟现实的认知训练。

Annals of medicine Pub Date : 2025-12-01 Epub Date: 2025-04-12 DOI:10.1080/07853890.2025.2490218
Truls Johansen, Martin Matre, Sveinung Tornås, Marianne Løvstad, Jennie L Ponsford, Alexander Olsen, Anne Lund
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引用次数: 0

摘要

导语:虚拟现实(VR)被认为是一种很有前途的技术,可以为创伤性脑损伤(TBI)患者提供认知训练,因为它可以提供类似于日常活动的场景。研究表明,TBI患者在临床环境中使用VR进行管理;然而,没有研究调查VR在家庭环境中的使用。本研究的目的是探讨脑外伤患者如何在家中使用VR进行康复,以及他们如何将VR作为认知训练进行体验。方法:对10例年龄在18-65岁的TBI患者进行个体定性访谈。参与者有使用VR的经验,因为他们是从一项调查VR在认知训练中的随机对照试验中的干预组招募的。采用专题分析法对数据进行分析。结果:参与者强调了在将VR融入日常生活时创造新惯例的重要性。他们谈到了在虚拟世界中如何有助于他们进行认知训练的动机。本次大会共提出了三个主题:“将vr培训融入日常生活”、“在变化中导航”和“同时身处两个世界”。结论:本研究表明,无论之前是否有过VR体验,参与者都认为VR是一种激励、吸引人且易于使用的体验。参与者在进行认知训练时,通过创建新的例程,展示了他们如何将VR融入日常生活。几乎没有不良事件的报道。然而,一些人认为虚拟现实对他们的能量水平有负面影响。参与者描述了治疗介入对个体定制干预的重要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
I thought it would be difficult, but this is actually something I can do - experiences with Virtual Reality-based cognitive training in persons with TBI.

Introduction: Virtual reality (VR) has been suggested as a promising technology for delivering cognitive training to persons with traumatic brain injury (TBI), as it can provide situations resembling everyday activities. Studies have demonstrated that persons with TBI manage utilizing VR in clinical settings; however, no studies have investigated VR use in home settings. The aim of this study was to explore how persons with TBI experience utilizing VR for rehabilitation at home and how they experience VR as cognitive training.

Methods: Individual qualitative interviews were conducted with ten persons with TBI, aged 18-65. Participants had experience using VR, as they were recruited from the intervention group in a randomized controlled trial investigating VR in cognitive training. The data were analyzed using thematic analysis.

Results: Participants highlighted the importance of creating new routines when fitting VR into everyday life. They addressed how being in a virtual world contributes to their motivation for cognitive training. Three themes were developed: 'Fitting VR-training into everyday life', 'Navigating through change' and 'Being in two worlds at the same time'.

Conclusion: This study shows that participants experienced VR as motivating, engaging, and easy to use, regardless of prior experiences with VR. The participants demonstrated how they included VR in everyday life by creating new routines when they performed cognitive training. Therewere few reports of adverse events. However, some experienced that VR had a negative impact on their energy level. Participants described the importance of therapeutic involvement for individual tailoring of the intervention.

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