Use of client-centered virtual reality in rehabilitation after stroke: a feasibility study
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https://figshare.com/articles/dataset/Use_of_client-centered_virtual_reality_in_rehabilitation_after_stroke_a_feasibility_study/9899936
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ABSTRACT Patient-centered virtual reality (VR) programs could assist in the functional recovery of people after a stroke. Objectives: To analyze the feasibility of a rehabilitation protocol using client-centered VR and to evaluate changes in occupational performance and social participation. Methods: This was a mixed methods study. Ten subacute and chronic stroke patients participated in the rehabilitation program using games in non-immersive VR for 40 minutes/day, three days/week, for 12 weeks. Sociodemographic information was collected and the outcome variables included were the Canadian Occupational Performance Measure (COPM) and the Participation Scale. A field diary was used to record the frequency of attendance and adherence of participants and an interview was conducted at the end of program. Results: There were significant and clinically-relevant statistical improvements in the COPM performance score (p < 0.001; CI = 1.29 − 4.858) and in the COPM satisfaction score (p < 0.001; CI = 1.37 − 5.124), with a difference greater than 4.28 points for performance and 4.58 points for satisfaction. The change in the scores for participation was statistically significant (p = 0.046), but there was no clinical improvement (dcohen = −0.596, CI = −1.862 − 0.671). The majority of participants reported more than 75% consecutive attendance of sessions and there was 100% adherence to the program. In the interviews, the participants described their post-stroke difficulties; how the video game motivated their engagement in rehabilitation; and the improvement of occupational performance and social participation after participating in the program. Conclusions: VR is a viable tool for the rehabilitation of stroke patients with functional gains, mainly regarding occupational performance and performance satisfaction.
摘要:以患者为中心的虚拟现实(Virtual Reality, VR)方案可助力卒中后患者的功能康复。
研究目的:分析以患者为中心的虚拟现实康复方案的可行性,并评估其对作业表现与社会参与度的改善效果。
方法:本研究为混合方法研究。招募10名亚急性及慢性卒中患者参与非沉浸式虚拟现实游戏康复方案,每日训练40分钟,每周3次,持续12周。收集受试者的社会人口学信息,结局指标包括加拿大作业表现测量表(Canadian Occupational Performance Measure, COPM)与参与量表。采用现场日志记录受试者的出勤频次与方案依从性,并于训练结束后开展访谈。
结果:COPM表现评分(p < 0.001;置信区间[CI] = 1.29 ~ 4.858)与COPM满意度评分(p < 0.001;CI = 1.37 ~ 5.124)均出现具有统计学意义且临床相关的改善,表现评分差值超过4.28分,满意度评分差值超过4.58分。参与度评分的变化具有统计学意义(p = 0.046),但未达到临床改善水平(科恩d值 = −0.596,CI = −1.862 ~ 0.671)。多数受试者报告连续训练出席率超过75%,整体方案依从率达100%。访谈中,受试者提及了卒中后所面临的困境、本虚拟现实游戏如何激发其康复参与积极性,以及参与本方案后作业表现与社会参与度的改善情况。
结论:虚拟现实(VR)是卒中患者康复的可行工具,可带来功能获益,尤其在作业表现与表现满意度方面效果显著。
创建时间:
2019-09-01



