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首页> 外文期刊>Rehabilitation Research and Practice >Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy
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Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy

机译:患者和卫生专业人员在中风后使用虚拟现实技术进行上肢训练的经验:一项定性研究

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Background. In recent years, virtual reality (VR) therapy systems for upper limb training after stroke have been increasingly used in clinical practice. Therapy systems employing VR technology can enhance the intensity of training and can also boost patients’ motivation by adding a playful element to therapy. However, reports on user experiences are still scarce. Methods. A qualitative investigation of patients’ and therapists’ perspectives on VR upper limb training. Semistructured face-to-face interviews were conducted with six patients in the final week of the VR intervention. Therapists participated in two focus group interviews after the completion of the intervention. The interviews were analyzed from a phenomenological perspective emphasizing the participants’ perceptions and interpretations. Results. Five key themes were identified from the patients’ perspectives (i) motivational factors, (ii) engagement, (iii) perceived improvements, (iv) individualization, and (v) device malfunction. The health professionals described the same themes as the patients but less positively, emphasizing negative technical challenges. Conclusion. Patients and therapists mainly valued the intensive and motivational character of VR training. The playful nature of the training appeared to have a significant influence on the patients’ moods and engagement and seemed to promote a “gung-ho” spirit, so they felt that they could perform more repetitions.
机译:背景。近年来,用于中风后上肢训练的虚拟现实(VR)治疗系统已在临床实践中得到越来越多的使用。采用VR技术的治疗系统可以通过增加趣味性元素来增强训练强度,还可以增强患者的动力。但是,关于用户体验的报告仍然很少。方法。对患者和治疗师对VR上肢训练的观点进行定性调查。在VR干预的最后一周,对六名患者进行了半结构化的面对面访谈。干预完成后,治疗师参加了两次焦点小组访谈。从现象学的角度对访谈进行了分析,强调了参与者的看法和解释。结果。从患者的角度确定了五个关键主题:(i)动机因素,(ii)参与度,(iii)感知的改善,(iv)个性化和(v)设备故障。卫生专业人员描述的主题与患者相同,但积极性较低,强调负面的技术挑战。结论。患者和治疗师主要重视VR训练的密集性和激励性。训练的趣味性似乎对患者的情绪和参与度产生了重大影响,并且似乎促进了一种“恭敬”的精神,因此他们觉得自己可以进行更多的重复。

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