虚拟现实技术在脑性瘫痪儿童青少年身体活动和健康中的应用:系统综述的系统综述OA北大核心CSTPCD
Application of virtual reality technology in physical activity and health of children and adolescents with cerebral palsy:a systematic review of systematic reviews
目的 系统综述虚拟现实(VR)技术在脑瘫儿童青少年身体活动和健康领域的应用模式和健康效益的系统综述的相关研究证据. 方法 检索PubMed、Embase、CINAHL、SPORTDiscus、Google Scholar、PsycINFO和中国知网,收集并筛选2020年1月至2024年3月公开发表的VR技术在脑瘫儿童青少年身体活动和健康中应用的系统综述,根据PRISMA指南,报告VR技术应用于脑瘫儿童青少年身体活动与健康领域的技术模式和效益的相关证据. 结果 最终纳入8篇英文文献,来自中国、沙特阿拉伯、印度尼西亚和巴西4个国家,涉及5 692例脑瘫儿童青少年,研究类型均为系统综述,主要来源于临床医学、治疗和临床风险管理、游戏和游戏化、身体移动治疗等领域期刊.研究对象年龄为4~18岁,健康状况为脑瘫,主要涉及痉挛性偏瘫和痉挛性双瘫.涉及的VR技术包括沉浸式环境模拟,交互式动感游戏化,虚拟训练和指导,基于人工智能的活动数据追踪与分析、动作捕捉和反馈、生物反馈集成和可穿戴技术应用,以及增强现实集成5种典型的技术应用模式.每次干预15~90 min,每周1~15次,干预强度为中等~剧烈,持续1~24周.VR技术在脑瘫儿童青少年身体活动领域的应用,提升了脑瘫儿童青少年参与身体活动的兴趣,增强了交互式活动的感受,通过与可穿戴技术、生物反馈技术和数据追踪技术的结合,能够实时监测、追踪、分析和反馈活动状况,改善身体功能和活动功能. 结论 沉浸式环境模拟、交互式动感游戏化等VR技术,可以提升脑瘫儿童青少年参与身体活动的兴趣和身体活动参与水平,改善身体素质和活动,促进行为健康,提高整体健康水平和生活质量.
Objective To systematically review the evidence from systematic reviews of the application models and health benefits of virtual reality(VR)technology in physical activities and health domains in children and adolescents with cere-bral palsy(CP). Methods PubMed,Embase,CINAHL,SPORTDiscus,Google Scholar,PsycINFO and CNKI were searched to collect and screen systematic reviews published from January,2020 to March,2024 on the application of VR technology in physical activities and health for children with CP.The relevant evidence was reported following PRISMA guidelines. Results A total of eight English researches from China,Saudi Arabia,Indonesia and Brazil were included,involving 5 692 children and adolescents with CP,came primarily from interdisciplinary journals in clinical medicine,thera-py and clinical risk management,games and gamification,and physical movement therapy.The subjects aged four to 18 years,with spastic hemiplegia and spastic diplegia.The VR technologies featured five typical applica-tion models:immersive environment simulation;interactive motion gamification;virtual training and coaching;AI-based activity data tracking and analysis,and motion capture and feedback,biofeedback integration and wear-able technology applications;and augmented reality integration.Interventions lasted 15 to 90 minutes a time,one to 15 times a week,with intensities ranging from moderate to vigorous and durations from one to 24 weeks.The application of VR technology might increase the interest in participating in physical activities,enhance the interactive experience,through integration with wearable and biofeedback technologies,enable timely monitor-ing,tracking,analysis and feedback on children's activity statuses,improving their physical and functional abili-ties. Conclusion VR technology including immersive environment simulation and interactive motion gamification may im-prove interest in physical activities,physical quality and functional abilities,promoting behavioral health,and en-hancing overall health levels and quality of life of children and adolecents with CP.
王红志;杨剑
哈尔滨体育学院研究生院,黑龙江哈尔滨市 150008||贵阳学院体育学院,贵州贵阳市 550005华东师范大学体育与健康学院,上海市 200241
临床医学
脑性瘫痪儿童青少年虚拟现实技术身体活动系统综述
cerebral palsychildrenadolescentsvirtual realityphysical activitysystematic review
《中国康复理论与实践》 2024 (005)
505-512 / 8
1.上海高校"立德树人"人文社会科学重点研究基地子项目(No.1100-41222-16057);2.青少年体育教育研究上海市社会科学创新研究基地子项目(No.11001-412321-17006);3.华东师范大学青少年运动促进健康研究院子项目 Supported by Shanghai University Key Research Base for Humanities and Social Sciences(No.1100-41222-16057),Shanghai Social Science Research Base for Youth Physical Education(No.11001-412321-17006),and East China Normal University Institute of Youth Sports Promoting Health
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