脑卒中后患者和卫生专业人员使用虚拟现实技术进行上肢训练的体验:一项定性亚研究。

IF 1.5 Q3 REHABILITATION
Rehabilitation Research and Practice Pub Date : 2018-02-08 eCollection Date: 2018-01-01 DOI:10.1155/2018/4318678
Hanne Pallesen, Mette Brændstrup Andersen, Gunhild Mo Hansen, Camilla Biering Lundquist, Iris Brunner
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引用次数: 23

摘要

背景:近年来,虚拟现实(VR)治疗系统在脑卒中后上肢训练中的应用越来越多。采用VR技术的治疗系统可以提高训练强度,还可以通过在治疗中添加有趣的元素来提高患者的动力。然而,关于用户体验的报告仍然很少。方法:对患者和治疗师对VR上肢训练的看法进行定性调查。在虚拟现实干预的最后一周,对6名患者进行了半结构化的面对面访谈。干预结束后,治疗师参加了两次焦点小组访谈。从现象学的角度分析访谈,强调参与者的感知和解释。结果:从患者的角度确定了五个关键主题:(i)动机因素,(ii)参与,(iii)感知改善,(iv)个性化,(v)设备故障。卫生专业人员描述了与患者相同的主题,但不那么积极,强调了消极的技术挑战。结论:患者和治疗师最看重的是VR训练的密集性和激励性。这种有趣的训练似乎对病人的情绪和参与有重大影响,似乎促进了一种“积极”的精神,所以他们觉得自己可以做更多的重复。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

Background: In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients' motivation by adding a playful element to therapy. However, reports on user experiences are still scarce.

Methods: A qualitative investigation of patients' and therapists' perspectives on VR upper limb training. Semistructured face-to-face interviews were conducted with six patients in the final week of the VR intervention. Therapists participated in two focus group interviews after the completion of the intervention. The interviews were analyzed from a phenomenological perspective emphasizing the participants' perceptions and interpretations.

Results: Five key themes were identified from the patients' perspectives: (i) motivational factors, (ii) engagement, (iii) perceived improvements, (iv) individualization, and (v) device malfunction. The health professionals described the same themes as the patients but less positively, emphasizing negative technical challenges.

Conclusion: Patients and therapists mainly valued the intensive and motivational character of VR training. The playful nature of the training appeared to have a significant influence on the patients' moods and engagement and seemed to promote a "gung-ho" spirit, so they felt that they could perform more repetitions.

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来源期刊
CiteScore
3.80
自引率
0.00%
发文量
16
审稿时长
19 weeks
期刊介绍: Rehabilitation Research and Practice is a peer-reviewed, Open Access journal that publishes original research articles, review articles, and clinical studies in all areas of physical medicine and rehabilitation. The journal focuses on improving and restoring functional ability and quality of life to those with physical impairments or disabilities. In addition, articles looking at techniques to assess and study disabling conditions will be considered.
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