Objective:To systematically evaluate the intervention effect of virtual reality technology on patients recovering from traumatic brain injury.Methods:The computer retrieved CNKI,VIP,Wan Fang,Embase,The Cochrane Librar...Objective:To systematically evaluate the intervention effect of virtual reality technology on patients recovering from traumatic brain injury.Methods:The computer retrieved CNKI,VIP,Wan Fang,Embase,The Cochrane Library and PubMed database,and collected randomized controlled trials of virtual reality technology combined with routine rehabilitation training and simple routine rehabilitation training on patients recovering from traumatic brain injury.The retrieval period was from the establishment of the database to July 2019.Two researchers independently screened the literature,extracted the data and evaluated the risk of bias in the included studies.RevMan 5.3 software was used for analysis.Results:A total of 7 articles were included.Meta-analysis results showed that virtual reality technology could significantly improve balance function(mean difference(MD)=3.72,95%confidence interval(CI)(2.61,4.83),P<0.001),daily living ability(MD=11.87,95%CI(10.42,13.32),P<0.001),and exercise ability(MD=3.83,95%CI(2.30,5.36),P<0.001).In the aspect of posture control ability,the trajectory motion length,trajectory velocity and peripheral area were improved(standardised mean difference(SMD)=0.80,95%CI(1.19,0.41),P<0.0001),(SMD=0.95,95%CI(1.45,0.45),P=0.0002),(SMD=0.69,95%CI(1.11,0.26),P=0.001).Conclusion:Virtual reality technology can significantly improve the balance function,daily living ability,motor function and postural control ability of patients recovering from cerebral trauma.Limited by the quantity and quality of the included studies,the above conclusions need to be verified by more high-quality studies.展开更多
Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting t...Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.展开更多
目的:对虚拟现实技术在糖尿病病人中应用的相关研究进行范围综述,为开展类似研究或临床应用相关技术提供参考。方法:根据范围综述研究方法,检索Embase、PubMed、Web of Science、中国知网、中国生物医学文献数据库、万方数据库、维普数...目的:对虚拟现实技术在糖尿病病人中应用的相关研究进行范围综述,为开展类似研究或临床应用相关技术提供参考。方法:根据范围综述研究方法,检索Embase、PubMed、Web of Science、中国知网、中国生物医学文献数据库、万方数据库、维普数据库等数据库,检索时限为建库至2024年2月13日,对纳入文献进行整理与分析。结果:共纳入24篇文献,涉及的虚拟现实设备包括非沉浸式、沉浸式、分布式。干预时长多为4周或12周,结局指标主要包括生理指标、平衡力、跌倒风险、糖尿病自我管理及相关知识等。结论:虚拟现实技术在糖尿病病人中应用适应人群广泛,具有良好的应用前景,未来应在不同的糖尿病人群中开发多维化虚拟现实技术应用。展开更多
文摘Objective:To systematically evaluate the intervention effect of virtual reality technology on patients recovering from traumatic brain injury.Methods:The computer retrieved CNKI,VIP,Wan Fang,Embase,The Cochrane Library and PubMed database,and collected randomized controlled trials of virtual reality technology combined with routine rehabilitation training and simple routine rehabilitation training on patients recovering from traumatic brain injury.The retrieval period was from the establishment of the database to July 2019.Two researchers independently screened the literature,extracted the data and evaluated the risk of bias in the included studies.RevMan 5.3 software was used for analysis.Results:A total of 7 articles were included.Meta-analysis results showed that virtual reality technology could significantly improve balance function(mean difference(MD)=3.72,95%confidence interval(CI)(2.61,4.83),P<0.001),daily living ability(MD=11.87,95%CI(10.42,13.32),P<0.001),and exercise ability(MD=3.83,95%CI(2.30,5.36),P<0.001).In the aspect of posture control ability,the trajectory motion length,trajectory velocity and peripheral area were improved(standardised mean difference(SMD)=0.80,95%CI(1.19,0.41),P<0.0001),(SMD=0.95,95%CI(1.45,0.45),P=0.0002),(SMD=0.69,95%CI(1.11,0.26),P=0.001).Conclusion:Virtual reality technology can significantly improve the balance function,daily living ability,motor function and postural control ability of patients recovering from cerebral trauma.Limited by the quantity and quality of the included studies,the above conclusions need to be verified by more high-quality studies.
基金financially supported by the National Fund for Health Research and Development(FONIS) of the National Commission for Scientific and Technological Research(CONICYT),No.Sa11i2018a grant from Research Department of the University of Talca
文摘Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual real- ity interface devices such as the Nintendo~ Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addi- tion, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.
文摘目的:对虚拟现实技术在糖尿病病人中应用的相关研究进行范围综述,为开展类似研究或临床应用相关技术提供参考。方法:根据范围综述研究方法,检索Embase、PubMed、Web of Science、中国知网、中国生物医学文献数据库、万方数据库、维普数据库等数据库,检索时限为建库至2024年2月13日,对纳入文献进行整理与分析。结果:共纳入24篇文献,涉及的虚拟现实设备包括非沉浸式、沉浸式、分布式。干预时长多为4周或12周,结局指标主要包括生理指标、平衡力、跌倒风险、糖尿病自我管理及相关知识等。结论:虚拟现实技术在糖尿病病人中应用适应人群广泛,具有良好的应用前景,未来应在不同的糖尿病人群中开发多维化虚拟现实技术应用。