杂志文章%@ 2291-9279 %I JMIR出版物%V 10 %N卡塔尔世界杯8强波胆分析 1 %P e32027 %T一个虚拟现实游戏套件分级康复患者与腰痛和高度恐惧的运动:学科内比较研究%A Peebles,Alexander T %A van der Veen,Susanne %A Stamenkovic,Alexander %A France,Christopher R %A Pidcoe,Peter E %A Thomas,James S %+物理治疗系,弗吉尼亚联邦大学,900 E. Leigh St, 4楼,弗吉尼亚州里士满,23298,1 740 541 6324,jthomas32@vcu.edu %K虚拟现实%K达到%K干预%K康复%K锻炼游戏%K生物力学%K严肃游戏%K运动%K理疗%K腰椎%D 2022 %7 23.3.2022 %9原始论文%J JMIR严肃游戏%G英语%X背景:具有生物心理社会性质的复杂运动病理(如背痛)需要多维度的方法来进行有效治疗。虚拟现实是一种很有前途的康复工具,可以将治疗干预游戏化,以促进和训练特定的运动行为,同时增加乐趣、参与度和留存率。我们之前已经创建了基于虚拟现实的工具,通过操纵静态和动态接触目标的位置,来评估和促进在到达和功能游戏任务时的腰部偏移。基于分级暴露康复的框架,我们创建了一种新的虚拟现实疗法,旨在改变运动速度,同时保留我们其他开发的运动促进特性。目的:本研究旨在比较我们之前和新开发的虚拟现实工具在健康对照队列中的腰椎屈曲偏移和速度。方法:共有31名健康参与者(16名男性,15名女性)参加了3种游戏化虚拟现实疗法(即,Reachality, Fishality和Dodgeality),同时使用14个摄像头的动作捕捉系统在100 Hz下收集全身3D运动学。在每个虚拟现实任务中比较腰椎偏移、腰椎屈曲速度和前方和垂直方向的实际目标撞击位置,并在4个人体测量定义的预期目标撞击位置之间使用单独的2-way重复测量方差模型分析。结果:游戏与各结果的影响高度之间存在交互作用(均P<.001)。 Post-hoc simple effects models revealed that lumbar excursion was reduced during Reachality and Fishality relative to that during Dodgeality for the 2 higher impact heights but was greater during Reachality than during Fishality and Dodgeality for the lowest impact height. Peak lumbar flexion velocity was greater during Dodgeality than during Fishality and Reachality across heights. Actual target impact locations during Dodgeality and Fishality were lower relative to those during Reachality at higher intended impact locations but higher at lower intended impact locations. Finally, actual target impact location was further in the anterior direction for Reachality compared to that for Fishality and for Fishality relative to that for Dodgeality. Conclusions: Lumbar flexion velocity was reduced during Fishality relative to that during Dodgeality and resembled velocity demands more similar to those for a self-paced reaching task (ie, Reachality). Additionally, lumbar motion and target impact location during Fishality were more similar to those during Reachality than to those during Dodgeality, which suggests that this new virtual reality game is an effective tool for shaping movement. These findings are encouraging for future research aimed at developing an individualized and graded virtual reality intervention for patients with low back pain and a high fear of movement. %M 35319471 %R 10.2196/32027 %U https://games.www.mybigtv.com/2022/1/e32027 %U https://doi.org/10.2196/32027 %U http://www.ncbi.nlm.nih.gov/pubmed/35319471
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