虚拟现实和游戏技术在康复医学中的应用创造病人护理的未来

M. Hara
{"title":"虚拟现实和游戏技术在康复医学中的应用创造病人护理的未来","authors":"M. Hara","doi":"10.2199/jjsca.42.106","DOIUrl":null,"url":null,"abstract":"An aging population and declining birth rate have resulted in a significant increase in demand for healthcare and put additional burdens on healthcare professionals. Therefore, providing efficient healthcare through digital technology has become a priority. With the aim of improving treatment efficacy, we have developed the medical device, mediVR KAGURA, for rehabilitation by means of virtual reality(VR)technology through industry-academia collaboration activities at Osaka University. This device is being utilized to manage ataxia, walking and upper limb disabilities, cognitive dysfunc-tion, and chronic pain. The safety of the training, which is performed in the sitting position, and its high therapeutic efficacy are appealing features to physicians. These effects can be explained central-ly by functional integration or what is also known as cortical reorganization in the brain. This section reviews how gamification concepts are reflected in therapeutic effects, focusing on the following three concepts:(1)non-verbal communication;(2)affordance to induce awareness and behavioral chang-es;and(3)reinforcing successful experiences by stimulating rewards and emotions during rehabilitation. Although the use of VR technology in rehabilitation medicine has produced disappointing results in recent decades, we believe that mediVR KAGURA will open up new avenues and help more pa-tients worldwide.","PeriodicalId":22722,"journal":{"name":"The Journal of Japan Society for Clinical Anesthesia","volume":"61 3 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Future of Patient Care Created by Application of Virtual Reality and Gaming Technology in Rehabilitation Medicine\",\"authors\":\"M. Hara\",\"doi\":\"10.2199/jjsca.42.106\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"An aging population and declining birth rate have resulted in a significant increase in demand for healthcare and put additional burdens on healthcare professionals. Therefore, providing efficient healthcare through digital technology has become a priority. With the aim of improving treatment efficacy, we have developed the medical device, mediVR KAGURA, for rehabilitation by means of virtual reality(VR)technology through industry-academia collaboration activities at Osaka University. This device is being utilized to manage ataxia, walking and upper limb disabilities, cognitive dysfunc-tion, and chronic pain. The safety of the training, which is performed in the sitting position, and its high therapeutic efficacy are appealing features to physicians. These effects can be explained central-ly by functional integration or what is also known as cortical reorganization in the brain. This section reviews how gamification concepts are reflected in therapeutic effects, focusing on the following three concepts:(1)non-verbal communication;(2)affordance to induce awareness and behavioral chang-es;and(3)reinforcing successful experiences by stimulating rewards and emotions during rehabilitation. Although the use of VR technology in rehabilitation medicine has produced disappointing results in recent decades, we believe that mediVR KAGURA will open up new avenues and help more pa-tients worldwide.\",\"PeriodicalId\":22722,\"journal\":{\"name\":\"The Journal of Japan Society for Clinical Anesthesia\",\"volume\":\"61 3 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-01-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"The Journal of Japan Society for Clinical Anesthesia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2199/jjsca.42.106\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Journal of Japan Society for Clinical Anesthesia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2199/jjsca.42.106","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

人口老龄化和出生率下降导致医疗保健需求大幅增加,给医疗保健专业人员带来了额外的负担。因此,通过数字技术提供高效的医疗保健已成为当务之急。为了提高治疗效果,我们通过大阪大学的产学研合作活动,开发了通过虚拟现实(VR)技术进行康复的医疗设备mediVR KAGURA。该装置被用于治疗共济失调、行走和上肢残疾、认知功能障碍和慢性疼痛。这种以坐姿进行的训练的安全性和高的治疗效果是吸引医生的特点。这些影响可以用功能整合或大脑皮层重组来解释。本节回顾了游戏化概念如何反映在治疗效果中,重点关注以下三个概念:(1)非语言交流;(2)诱导意识和行为变化的能力;(3)在康复过程中通过刺激奖励和情绪来强化成功经验。尽管近几十年来,VR技术在康复医学中的应用取得了令人失望的结果,但我们相信,mediVR KAGURA将开辟新的途径,帮助全球更多的患者。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Future of Patient Care Created by Application of Virtual Reality and Gaming Technology in Rehabilitation Medicine
An aging population and declining birth rate have resulted in a significant increase in demand for healthcare and put additional burdens on healthcare professionals. Therefore, providing efficient healthcare through digital technology has become a priority. With the aim of improving treatment efficacy, we have developed the medical device, mediVR KAGURA, for rehabilitation by means of virtual reality(VR)technology through industry-academia collaboration activities at Osaka University. This device is being utilized to manage ataxia, walking and upper limb disabilities, cognitive dysfunc-tion, and chronic pain. The safety of the training, which is performed in the sitting position, and its high therapeutic efficacy are appealing features to physicians. These effects can be explained central-ly by functional integration or what is also known as cortical reorganization in the brain. This section reviews how gamification concepts are reflected in therapeutic effects, focusing on the following three concepts:(1)non-verbal communication;(2)affordance to induce awareness and behavioral chang-es;and(3)reinforcing successful experiences by stimulating rewards and emotions during rehabilitation. Although the use of VR technology in rehabilitation medicine has produced disappointing results in recent decades, we believe that mediVR KAGURA will open up new avenues and help more pa-tients worldwide.
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
自引率
0.00%
发文量
0
×
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