Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patien...Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patients. Most virtual reality systems are only applicable to the proximal upper limbs (arms) because of the limitations of their capture systems. Nevertheless, the functional recovery of an affected hand is most difficult in the case of hemiparesis rehabilitation after a stroke. The recently developed Leap Motion controller can track the fine movements of both hands and fingers. Therefore, the present study explored the effects of a Leap Motion-based virtual reality system on subacute stroke. Twenty-six subacute stroke patients were assigned to an experimental group that received virtual reality training along with conventional occupational rehabilitation, and a control group that only received conventional rehabilitation. The Wolf motor func- tion test (WMFT) was used to assess the motor function of the affected upper limb; functional magnetic resonance imaging was used to measure the cortical activation. After four weeks of treatment, the motor functions of the affected upper limbs were significantly improved in all the patients, with the improvement in the experimental group being significantly better than in the control group. The action perfor- mance time in the WMFT significantly decreased in the experimental group. Furthermore, the activation intensity and the laterality index of the contralateral primary sensorimotor cortex increased in both the experimental and control groups. These results confirmed that Leap Motion-based virtual reality training was a promising and feasible supplementary rehabilitation intervention, could facilitate the recovery of motor functions in subacute stroke patients. The study has been registered in the Chinese Clinical Trial Registry (registration number: ChiCTR-OCH- 12002238).展开更多
This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation o...This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation of motor skill of patient, the objects could also be used for teaching and enhancing writing skill of children. The virtual objects include English alphabets, numbers, string and mazes, and games. The scheme has been evaluated on children from 11 to 14 years age. The experiment gives good results.展开更多
To change the current phenomenon of "Being an armchair strategist" in the research of a stepping motor, the virtual simu- lation system of stepping motor was developed using virtual reality technique. The basic prin...To change the current phenomenon of "Being an armchair strategist" in the research of a stepping motor, the virtual simu- lation system of stepping motor was developed using virtual reality technique. The basic principle of stepping motor was expounded. The development strategy of the simulation software is introduced. Some key problems and their solutions, including coordinate transformation of rotor and order of on-off electricity for stator, were put forward in system development. Finally, there are three virtual simulation examples of the on-off electricity way in this paper. This work provides a valuable auxiliary tool for the study of the stepping motor.展开更多
目的对虚拟现实技术在危重症患者运动康复中应用的相关研究进行范围审查,探讨具体干预内容、评价工具、应用效果及局限性,为临床相关技术应用及发展提供依据。方法计算机检索中国知网、万方数据库、中国生物医学文献数据库、PubMed、Emb...目的对虚拟现实技术在危重症患者运动康复中应用的相关研究进行范围审查,探讨具体干预内容、评价工具、应用效果及局限性,为临床相关技术应用及发展提供依据。方法计算机检索中国知网、万方数据库、中国生物医学文献数据库、PubMed、Embase、Web of Science、Cochrane Library数据库,检索时限为建库至2025年7月16日,对纳入文献进行汇总和分析。结果共纳入14篇文献,包括随机对照试验8篇、观察性研究2篇、类实验研究2篇、混合研究1篇、回顾性研究1篇。研究总结分析了虚拟现实技术在危重症患者运动康复中的干预措施、干预频率、干预周期,结局指标包括活动能力、身体机能、日常生活能力及生活质量等。结论虚拟现实技术在危重症患者运动康复中具有可行性和临床意义,但现有研究尚不足以得出其普适性与绝对有效性的结论。未来研究需明确不同干预方案的具体适用人群,探索多维实施方案和评价体系。展开更多
背景:近年来随着脑机接口技术的发展,它在脑卒中康复过程中的疗效已得到证实,并取得了丰富成果,亟需进行可视化分析以了解研究前沿与热点。目的:应用文献计量学可视化软件分析脑机接口在脑卒中康复领域应用的前沿热点及研究趋势。方法:...背景:近年来随着脑机接口技术的发展,它在脑卒中康复过程中的疗效已得到证实,并取得了丰富成果,亟需进行可视化分析以了解研究前沿与热点。目的:应用文献计量学可视化软件分析脑机接口在脑卒中康复领域应用的前沿热点及研究趋势。方法:以Web of Science核心合集与中国知网数据库作为研究基础,利用Citespace 6.4.1、VOSviewer 1.6.20和Excel 2021工具对检索所得的与脑机接口技术在脑卒中功能恢复中应用相关的中英文相关文献进行可视化数据分析,通过科学计量手段深入剖析脑机接口技术在脑卒中康复领域的研究现状、热点议题及未来趋势。结果与结论:①共纳入2003-2025年中英文文献985篇(英文879篇,中文106篇),该领域国内外年发文量均持续增长;②中国、美国与德国是该领域年发文量最多的国家;该领域最具影响力的机构为德国图宾根大学,中文发文量最高的机构为复旦大学附属华山医院;瑞士的《FRONTIERS IN NEUROSCIENCE》是英文发文量最高的期刊,《中国康复医学杂志》为中文发文量最高的期刊;英文发文量最高的作者为德国的Birbaumer Niels,中文发文量最高的作者为贾杰;③文献分析可见,国际研究侧重理论与临床效果的验证,且关注上肢功能与神经的恢复;国内研究更关注技术与系统的优化与开发,侧重康复领域应用的广泛探索;④运动想象为中英文文献共同的高频关键词,研究热点聚焦在基于脑电图、运动想象的脑机接口系统开发;⑤多模态结合、人工智能融合、康复手段拓展及国际合作深化可能是该领域未来发展的主要趋势。展开更多
目的探究脑卒中患者应用虚拟现实(VR)技术结合运动训练对上肢运动功能(ULMF)康复的疗效及神经机制。方法选取2023年1月~2025年6月内,收治于我院的60例脑卒中患者,按干预方案分组,分为A组(30例,基础康复训练)和B组(30例,VR技术结合运动训...目的探究脑卒中患者应用虚拟现实(VR)技术结合运动训练对上肢运动功能(ULMF)康复的疗效及神经机制。方法选取2023年1月~2025年6月内,收治于我院的60例脑卒中患者,按干预方案分组,分为A组(30例,基础康复训练)和B组(30例,VR技术结合运动训练)。对照Box and Block测试(BBT)、Fugl-Meyer上肢部分(FMA-UE)、改良Barthel指数(MBI)等评分变化,利用功能磁共振成像(fMRI)评估ULMF、日常生活活动能力(ADL)及脑功能区激活变化。结果干预后A、B组的BBT、FMA-UE及MBI评分均高于干预前,且B组均高于A组(P<0.05)。fMRI显示B组患侧顶叶皮层、前运动皮层等区域激活明显增强,且激活强度与ULMF改善呈正相关(P<0.05)。结论脑卒中患者应用VR技术结合运动训练的疗效确切,可促进ULMF更快康复,也可提升其ADL水平,其神经机制可能与促进神经可塑性增强、镜像神经元系统激活及大脑皮层重组等有关。展开更多
目的通过网状Meta分析(NMA)系统性地比较不同虚拟现实(VR)技术对帕金森病患者运动功能障碍的疗效。方法遵循PRISMA-NMA指南,系统检索PubMed、Embase、Cochrane Library、Web of Science、中国知网、万方数据库和维普,纳入比较至少两种...目的通过网状Meta分析(NMA)系统性地比较不同虚拟现实(VR)技术对帕金森病患者运动功能障碍的疗效。方法遵循PRISMA-NMA指南,系统检索PubMed、Embase、Cochrane Library、Web of Science、中国知网、万方数据库和维普,纳入比较至少两种干预措施对帕金森病患者运动功能影响的随机对照试验(RCT)。干预措施包括沉浸式虚拟现实(IVR)、非沉浸式虚拟现实(VRT)、增强现实(AR)、常规疗法(TAU)和主动控制(AC)。主要结局指标包括帕金森病统一评分量表第三部分(UPDRS-Ⅲ)、Berg平衡量表(BBS)和计时起立行走测试(TUGT)。采用基于频率学派的随机效应模型进行NMA,并采用累积排序概率曲线下面积(SUCRA)对干预措施进行疗效排序。结果共纳入20项RCT,涉及890例患者。IVR在改善UPDRS-Ⅲ评分方面表现最优(SUCRA=97.7%),且优于TAU(SMD=-0.82,95%CI-1.28~-0.37);IVR成为BBS评分最优选择的概率最高(SUCRA=85.2%),优于TAU(SMD=3.94,95%CI 1.08~6.80)。IVR在TUGT结局方面表现最佳(SUCRA=95.1%),优于VRT(SMD=1.06,95%CI 0.40~1.72)、AR(SMD=-1.09,95%CI-1.98~-0.19)和TAU(SMD=-1.38,95%CI-1.95~-0.82)。亚组分析显示,IVR的疗效优势主要在短期(4~6周)干预中得到证实,而长期疗效的证据目前十分有限。结论在针对帕金森病患者运动功能的康复治疗中,干预措施的疗效似乎与技术的“沉浸度”正相关。IVR作为沉浸度最高的技术,是改善帕金森病患者整体运动功能、平衡能力和移动能力的最优选择。VRT和AR作为有效的辅助手段,优于TAU。展开更多
基金supported by the Sub-Project under National "Twelfth Five-Year" Plan for Science&Technology Support Project in China,No.2011BAI08B11the Research Project of China Rehabilitation Research Center,No.2014-3
文摘Virtual reality is nowadays used to facilitate motor recovery in stroke patients. Most virtual reality studies have involved chronic stroke patients; however, brain plasticity remains good in acute and subacute patients. Most virtual reality systems are only applicable to the proximal upper limbs (arms) because of the limitations of their capture systems. Nevertheless, the functional recovery of an affected hand is most difficult in the case of hemiparesis rehabilitation after a stroke. The recently developed Leap Motion controller can track the fine movements of both hands and fingers. Therefore, the present study explored the effects of a Leap Motion-based virtual reality system on subacute stroke. Twenty-six subacute stroke patients were assigned to an experimental group that received virtual reality training along with conventional occupational rehabilitation, and a control group that only received conventional rehabilitation. The Wolf motor func- tion test (WMFT) was used to assess the motor function of the affected upper limb; functional magnetic resonance imaging was used to measure the cortical activation. After four weeks of treatment, the motor functions of the affected upper limbs were significantly improved in all the patients, with the improvement in the experimental group being significantly better than in the control group. The action perfor- mance time in the WMFT significantly decreased in the experimental group. Furthermore, the activation intensity and the laterality index of the contralateral primary sensorimotor cortex increased in both the experimental and control groups. These results confirmed that Leap Motion-based virtual reality training was a promising and feasible supplementary rehabilitation intervention, could facilitate the recovery of motor functions in subacute stroke patients. The study has been registered in the Chinese Clinical Trial Registry (registration number: ChiCTR-OCH- 12002238).
文摘This paper presents design and development of virtual objects to be used with haptic device PHANTOM Omni for motor rehabilitation by incorporating visual and haptic feedback. Developed predominantly for augmentation of motor skill of patient, the objects could also be used for teaching and enhancing writing skill of children. The virtual objects include English alphabets, numbers, string and mazes, and games. The scheme has been evaluated on children from 11 to 14 years age. The experiment gives good results.
基金Supported by the National Important and Special Project of China of the Twelfth Five-year Plan (2012ZX04001021)
文摘To change the current phenomenon of "Being an armchair strategist" in the research of a stepping motor, the virtual simu- lation system of stepping motor was developed using virtual reality technique. The basic principle of stepping motor was expounded. The development strategy of the simulation software is introduced. Some key problems and their solutions, including coordinate transformation of rotor and order of on-off electricity for stator, were put forward in system development. Finally, there are three virtual simulation examples of the on-off electricity way in this paper. This work provides a valuable auxiliary tool for the study of the stepping motor.
文摘目的对虚拟现实技术在危重症患者运动康复中应用的相关研究进行范围审查,探讨具体干预内容、评价工具、应用效果及局限性,为临床相关技术应用及发展提供依据。方法计算机检索中国知网、万方数据库、中国生物医学文献数据库、PubMed、Embase、Web of Science、Cochrane Library数据库,检索时限为建库至2025年7月16日,对纳入文献进行汇总和分析。结果共纳入14篇文献,包括随机对照试验8篇、观察性研究2篇、类实验研究2篇、混合研究1篇、回顾性研究1篇。研究总结分析了虚拟现实技术在危重症患者运动康复中的干预措施、干预频率、干预周期,结局指标包括活动能力、身体机能、日常生活能力及生活质量等。结论虚拟现实技术在危重症患者运动康复中具有可行性和临床意义,但现有研究尚不足以得出其普适性与绝对有效性的结论。未来研究需明确不同干预方案的具体适用人群,探索多维实施方案和评价体系。
文摘背景:近年来随着脑机接口技术的发展,它在脑卒中康复过程中的疗效已得到证实,并取得了丰富成果,亟需进行可视化分析以了解研究前沿与热点。目的:应用文献计量学可视化软件分析脑机接口在脑卒中康复领域应用的前沿热点及研究趋势。方法:以Web of Science核心合集与中国知网数据库作为研究基础,利用Citespace 6.4.1、VOSviewer 1.6.20和Excel 2021工具对检索所得的与脑机接口技术在脑卒中功能恢复中应用相关的中英文相关文献进行可视化数据分析,通过科学计量手段深入剖析脑机接口技术在脑卒中康复领域的研究现状、热点议题及未来趋势。结果与结论:①共纳入2003-2025年中英文文献985篇(英文879篇,中文106篇),该领域国内外年发文量均持续增长;②中国、美国与德国是该领域年发文量最多的国家;该领域最具影响力的机构为德国图宾根大学,中文发文量最高的机构为复旦大学附属华山医院;瑞士的《FRONTIERS IN NEUROSCIENCE》是英文发文量最高的期刊,《中国康复医学杂志》为中文发文量最高的期刊;英文发文量最高的作者为德国的Birbaumer Niels,中文发文量最高的作者为贾杰;③文献分析可见,国际研究侧重理论与临床效果的验证,且关注上肢功能与神经的恢复;国内研究更关注技术与系统的优化与开发,侧重康复领域应用的广泛探索;④运动想象为中英文文献共同的高频关键词,研究热点聚焦在基于脑电图、运动想象的脑机接口系统开发;⑤多模态结合、人工智能融合、康复手段拓展及国际合作深化可能是该领域未来发展的主要趋势。
文摘目的探究脑卒中患者应用虚拟现实(VR)技术结合运动训练对上肢运动功能(ULMF)康复的疗效及神经机制。方法选取2023年1月~2025年6月内,收治于我院的60例脑卒中患者,按干预方案分组,分为A组(30例,基础康复训练)和B组(30例,VR技术结合运动训练)。对照Box and Block测试(BBT)、Fugl-Meyer上肢部分(FMA-UE)、改良Barthel指数(MBI)等评分变化,利用功能磁共振成像(fMRI)评估ULMF、日常生活活动能力(ADL)及脑功能区激活变化。结果干预后A、B组的BBT、FMA-UE及MBI评分均高于干预前,且B组均高于A组(P<0.05)。fMRI显示B组患侧顶叶皮层、前运动皮层等区域激活明显增强,且激活强度与ULMF改善呈正相关(P<0.05)。结论脑卒中患者应用VR技术结合运动训练的疗效确切,可促进ULMF更快康复,也可提升其ADL水平,其神经机制可能与促进神经可塑性增强、镜像神经元系统激活及大脑皮层重组等有关。