了解用户依从性的特点,优化家庭手部康复技术的使用。

Quentin A Sanders, Daniel K Zondervan
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引用次数: 0

摘要

家庭康复可以作为临床康复的辅助手段,鼓励用户进行更多的实践。然而,传统的家庭康复计划坚持率低,辍学率高。与电脑游戏相结合的可佩戴运动传感器可能更具吸引力,但具有高度可变的粘附率。在这里,我们通过分析来自1587名用户的无监督、可穿戴的基于抓握传感器的家庭手部康复数据,检验了用户依从性的特征。我们根据活动级别定义了三类不同的用户:低用户(9天)。使用该设备两天以上的概率与第一天游戏成功率呈正相关(p=0.91,p
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Understanding Characteristics of User Adherence to Optimize the Use of Home Hand Rehabilitation Technology.

Home-based rehabilitation can serve as an adjunct to in-clinic rehabilitation, encouraging users to engage in more practice. However, conventional home-based rehabilitation programs suffer from low adherence and high drop-out rates. Wearable movement sensors coupled with computer games can be more engaging, but have highly variable adherence rates. Here we examined characteristics of user adherence by analyzing unsupervised, wearable grip sensor-based home-hand rehabilitation data from 1,587 users. We defined three different classes of users based on activity level: low users (<2 days), medium users (2 - 9 days), and power users (> 9 days). The probability of using the device more than two days was positively correlated with first day game success (p = 0.91, p<. 001), and number of sessions played on the first day (p = 0.87, p<. 001) but negatively correlated with parameter exploration (total number of game adjustments / total number of sessions played) on the first day (p = - 0.31, p= 0.05). Compared to low users, power users on the first day had more game success (65.18 ± 25.76 %vs. 54.94 ± 30.31 %,p <. 001), parameter exploration (25.47 ± 22.78 % vs. 12.05 ± 20.56 %, p <. 001), and game sessions played (7.60 ± 6.59 sessions vs. 4.04 ± 3.56 sessions, p <. 001). These observations support the premise that initial game success which is modulated by strategically adjusting parameters when necessary is a key determinant of adherence to rehabilitation technology.

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