整合人工智能和游戏化在康复:范围审查

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Minkai Wang , Jingdong Zhu , Wei Qian , Hanjie Gu
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引用次数: 0

摘要

人工智能(AI)和游戏化的整合代表了康复领域的一个有前途的方向,可以实现个性化训练、实时反馈和增强患者参与。然而,这一领域的研究仍然是碎片化的,需要一个结构化的综合。这篇综述分析了过去二十年来发表的20篇研究,这些研究被PubMed、Cochrane图书馆、Web of Science和IEEE explore收录。中风康复是最常见的疾病(9项研究),其次是运动功能障碍(2项)、类风湿性关节炎(2项)、认知障碍(3项)、幻肢痛(2项)、多动症(1项)和多发性硬化症(1项)。人工智能技术包括机器学习(10项研究)、深度学习(4项)和未指明的方法(6项),而基于游戏的干预被归类为游戏化(4项)、严肃游戏(8项)和数字游戏(8项)。报道的结果表明,动机、治疗依从性和各种康复表现指标有所改善。尽管如此,关键的挑战仍然存在,包括样本量小、方法异质性、数据隐私问题以及缺乏大规模临床试验。成本、可及性和道德方面的障碍也阻碍了更广泛的实施。未来的研究应优先考虑多模式数据集成、人工智能驱动的远程康复平台和可穿戴技术,以增强可扩展性和临床影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Integrating artificial intelligence and gamification in rehabilitation: A scoping review
The integration of artificial intelligence (AI) and gamification represents a promising direction in rehabilitation, enabling personalized training, real-time feedback, and enhanced patient engagement. However, research in this area remains fragmented, necessitating a structured synthesis. This scoping review analyzed 20 studies published over the past two decades and indexed in PubMed, Cochrane Library, Web of Science, and IEEE Xplore. Stroke rehabilitation was the most frequently addressed condition (9 studies), followed by motor dysfunction (2), rheumatoid arthritis (2), cognitive impairment (3), phantom limb pain (2), ADHD (1), and multiple sclerosis (1). AI techniques included machine learning (10 studies), deep learning (4), and unspecified methods (6), while game-based interventions were categorized as gamification (4), serious games (8), and digital games (8). Reported outcomes indicated improvements in motivation, therapy adherence, and various metrics of rehabilitation performance. Nonetheless, key challenges persist, including small sample sizes, methodological heterogeneity, data privacy concerns, and the lack of large-scale clinical trials. Barriers related to cost, accessibility, and ethics also hinder broader implementation. Future research should prioritize multimodal data integration, AI-driven remote rehabilitation platforms, and wearable technologies to enhance scalability and clinical impact.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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