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VR gaming has proven to be uniquely valuable for stroke rehabilitation.

VR gaming has proven to be uniquely valuable for stroke rehabilitation.
事实证明,VR 游戏对于中风康复具有独特的价值。
批准号:
2877009
负责人:
金额:
$0.0万
依托单位:
依托单位国家:
英国
项目类别:
Studentship
财政年份:
2023
资助国家:
英国
项目状态:
未结题
起止时间:
2023 至 --

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中文摘要
翻译
英国有超过120万人患有中风,最常见的是手臂受损。中风研究表明,促进使用受影响肢体的治疗可以更好地恢复。基于这一原则,我们提出的研究将为开发新的基于虚拟现实(VR)的中风幸存者治疗方法奠定必要的基础科学。通过针对控制手部选择的过程,这些新疗法将增加患者选择使用受影响的手的可能性。RationaleVR游戏已被证明对中风康复具有独特的价值。讲故事的性质和丰富的沉浸式环境非常吸引人,可以很容易地在病人家里练习。该研究将使VR游戏在上肢康复领域的应用进入一个新的方向。而不是只关注运动本身,我们将瞄准和利用“上游”过程,支持选择哪只手来执行动作。我们将开发追踪手部运动的VR游戏,并使用这些信息来动态改变用户的手部选择。然后,我们将在中风患者身上试验这些方法,根据个人需求共同设计改进方法。研究问题(1)哪些游戏功能会影响手牌选择?(2)考虑到患者的康复需求,哪些游戏功能应该是可定制的?(3)是什么让游戏具有吸引力?我们的第一个游戏将密切模仿我们在实验室中用于研究手牌选择的实验范式(例如,Valyear et al. 2018)。从这个基础上,学生将有足够的机会在他们喜欢的方向上引导研究。游戏中存在许多令人兴奋且未被探索的可能性——例如,我们是否可以通过系统地奖励单手操作获得更多游戏点数来改变用户的手部选择?带有社交元素(如共享排行榜)的奖励机制是否有用?游戏将根据已知的康复原则与患者合作设计。例如,我们可以增强患者受影响侧的表现,并逐渐淡出,与“塑形”原则相一致。escape在故事叙述和个性化游戏方面拥有丰富的经验,能够提高用户粘性。我们将从这些知识中汲取,并探索新的方法来进一步理解是什么让游戏具有吸引力和趣味性。结果(1)对控制手牌选择的原则有了更好的理解。(2)基于vr的上肢康复新疗法的发展。(3)临床可行性和概念验证的初步测试。
英文摘要
ContextOver 1.2 million people in the UK are living with the effects of a stroke, most commonly an impaired arm. Stroke research indicates that better recovery is possible with therapies that promote use of the affected limb. Based upon this principle, our proposed research will establish the foundational science necessary to develop new Virtual Reality (VR) based therapies for stroke survivors. By targeting processes that govern hand choice, these new therapies will increase the likelihood that patients will choose to use their affected hand.RationaleVR gaming has proven to be uniquely valuable for stroke rehabilitation. The storytelling nature and richly immersive environment is highly engaging, and can easily be practiced from the patient's home. The proposed research will take VR gaming for upper-limb rehabilitation in a new direction. Instead of focusing only on the movements themselves, we will target and exploit 'upstream' processes underpinning the choice of which hand to use to perform actions. Aims We will develop VR games that track hand movements and use this information to dynamically alter the user's hand choice. We will then trial these methods with stroke patients, co-designing their refinement according to individual needs.Research questions(1) What game features influence hand choice? (2) What game features should be customisable given a patient's rehabilitation needs?(3) What makes games engaging? Methods Our first games will closely model the experimental paradigms we have used to study hand choice in the lab (e.g., Valyear et al. 2018). From this basepoint, the student will have ample opportunity to steer the research in their preferred directions. There are many exciting, unexplored possibilities-for example, can we change a user's hand choice by systematically rewarding more game points to actions made with one hand? And, would reward schemes with social elements, like shared leaderboards, be useful?Games will be designed in cooperation with patients and according to known rehabilitation principles. We may, for example, augment performance of the patient's affected side, and gradually phase this out, consistent with the principles of 'shaping'. Rescape has immense expertise in storytelling and personalising games to enhance user engagement. We will draw from this knowledge, and explore new ways to further our understanding of what makes games engaging and fun. Outcomes(1) A greater understanding of the principles that govern hand choice.(2) The development of new VR-based therapies for upper-limb rehabilitation.(3) Initial tests of clinical feasibility and proof-of-concept.
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