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arXiv 2602.08994cs.HC
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康复节律:面向患者的虚拟现实运动游戏用于重症监护室的物理康复

Rhythms of Recovery: Patient-Centered Virtual Reality Exergame for Physical Rehabilitation in the Intensive Care Unit

Duke University(杜克大学);Duke Heart Center at Duke Hospital(杜克医院心脏中心)

Sangjun Eom, Tianyi Hu, Wenyi Xu, Liheng Zou, Ernesto Escobar, Gabriel Streisfeld, Anna Mall, Bradi Granger, Maria Gorlatova

AI总结:

本研究开发了一款面向患者的虚拟现实运动游戏,用于重症监护室的物理康复,通过跨学科设计提升早期活动的可行性与患者参与度。

摘要:

早期活动是一种结构化的协议,旨在促进重症监护室(ICU)患者因ICU获得的虚弱的运动恢复。这一过程通常由护士、物理治疗师和其他医疗专业人员组成的跨学科团队来实施。然而,其应用常常受到患者病情严重、活动受限以及在资源密集型ICU环境中协调护理的挑战的限制。在本研究中,我们通过涉及临床医生和治疗师的跨学科设计过程,开发了一款以患者为中心的虚拟现实(VR)运动游戏,以适应重症护理的限制。该运动游戏包含逐步的移动水平,以反映早期活动的做法,并包含一个具身的虚拟角色以提供指导和激励。使用Meta Quest 3的体感追踪,系统捕捉并可视化患者的动作,从而提供激励性的参与和可量化的运动指标。我们分两个阶段评估了该运动游戏:第一阶段是涉及健康参与者和医疗专业人员或学生的双用户研究(N=13),第二阶段是随后针对心胸ICU患者的研究(N=18)以评估可行性、设计有效性及临床接受度。在两项研究中,参与者报告了高程度的享受和参与,没有不适或压力。此外,患者在游戏级别上表现出上肢运动速度、活动范围和工作空间体积的增加。生理监测进一步表明,该运动游戏引发了适度的运动,而没有引起过度的心血管反应。这些发现突显了虚拟现实运动游戏作为早期活动在重症护理中可行且可接受的补充手段,为ICU患者提供了改进康复结果的新途径。

英文摘要:

Early mobilization is a structured protocol designed to facilitate motor recovery in intensive care unit (ICU) patients with ICU-acquired weakness. This process is typically implemented by an interdisciplinary team of nurses, physical therapists, and other healthcare professionals. However, its application is often constrained by the patients' critical conditions, limited mobility, and the challenges of coordinating care within resource-intensive ICU environments. In this study, we developed a patient-centered virtual reality (VR) exergame through an interdisciplinary design process involving clinicians and therapists, tailored to the constraints of critical care. The exergame incorporates progressive mobility levels that mirror early mobilization practices, and includes an embodied avatar to provide guidance and motivation. Using Meta Quest 3 body tracking, the system captures and visualizes patients' movements, thereby providing motivational engagement and quantifiable mobility metrics. We evaluated the exergame in two stages: a dual-user study involving healthy participants and healthcare professionals or students (N = 13), and a subsequent study with cardiothoracic ICU patients (N = 18) to assess feasibility, design validity, and clinical acceptance. Across both studies, participants reported high enjoyment and engagement without discomfort or stress. Furthermore, patients demonstrated increases in movement speed, range of motion, and workspace volume of the upper body across game levels. Physiological monitoring further indicated that the exergame elicited exertion without inducing excessive cardiovascular responses. These findings highlight the feasibility of VR exergames as a clinically acceptable and engaging adjunct to early mobilization in critical care, offering a novel pathway to improve rehabilitation outcomes for ICU patients.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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