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1.
Medicina (B.Aires) ; 84(supl.1): 57-64, mayo 2024. graf
Artículo en Español | LILACS-Express | LILACS | ID: biblio-1558485

RESUMEN

Resumen Introducción : El Trastorno del Espectro Autista (TEA) es un trastorno del neurodesarrollo, y sus procedimien tos tradicionales de evaluación encuentran ciertas li mitaciones. El actual campo de investigación sobre TEA está explorando y respaldando métodos innovadores para evaluar el trastorno tempranamente, basándose en la detección automática de biomarcadores. Sin embargo, muchos de estos procedimientos carecen de validez ecológica en sus mediciones. En este contexto, la reali dad virtual (RV) presenta un prometedor potencial para registrar objetivamente bioseñales mientras los usuarios experimentan situaciones ecológicas. Métodos : Este estudio describe un novedoso y lúdi co procedimiento de RV para la evaluación temprana del TEA, basado en la grabación multimodal de bio señales. Durante una experiencia de RV con 12 esce nas virtuales, se midieron la mirada, las habilidades motoras, la actividad electrodermal y el rendimiento conductual en 39 niños con TEA y 42 compañeros de control. Se desarrollaron modelos de aprendizaje automático para identificar biomarcadores digitales y clasificar el autismo. Resultados : Las bioseñales reportaron un rendimien to variado en la detección del TEA, mientras que el modelo resultante de la combinación de los modelos de las bioseñales demostró la capacidad de identificar el TEA con una precisión del 83% (DE = 3%) y un AUC de 0.91 (DE = 0.04). Discusión : Esta herramienta de detección pue de respaldar el diagnóstico del TEA al reforzar los resultados de los procedimientos tradicionales de evaluación.


Abstract Introduction : Autism Spectrum Disorder (ASD) is a neurodevelopmental condition which traditional as sessment procedures encounter certain limitations. The current ASD research field is exploring and endorsing innovative methods to assess the disorder early on, based on the automatic detection of biomarkers. How ever, many of these procedures lack ecological validity in their measurements. In this context, virtual reality (VR) shows promise for objectively recording biosignals while users experience ecological situations. Methods : This study outlines a novel and playful VR procedure for the early assessment of ASD, relying on multimodal biosignal recording. During a VR experience featuring 12 virtual scenes, eye gaze, motor skills, elec trodermal activity and behavioural performance were measured in 39 children with ASD and 42 control peers. Machine learning models were developed to identify digital biomarkers and classify autism. Results : Biosignals reported varied performance in detecting ASD, while the combined model resulting from the combination of specific-biosignal models demon strated the ability to identify ASD with an accuracy of 83% (SD = 3%) and an AUC of 0.91 (SD = 0.04). Discussion : This screening tool may support ASD diagnosis by reinforcing the outcomes of traditional assessment procedures.

2.
Arch. argent. pediatr ; 122(1): e202202942, feb. 2024.
Artículo en Inglés, Español | LILACS, BINACIS | ID: biblio-1525286

RESUMEN

La Organización Mundial de la Salud define la salud digital como la incorporación de tecnologías de información y comunicación para mejorar la salud. En los últimos años, se vio una fuerte aceleración en la adopción de estas herramientas digitales, lo que impactó de lleno en los modelos asistenciales tradicionales. Actualmente, estamos observando el surgimiento de un gran entorno virtual inmersivo llamado metaverso. Su aparición genera nuevas y desafiantes oportunidades en la salud. En este artículo se exploran algunos conceptos relacionados con este campo, se dan ejemplos concretos de su aplicación en pediatría, se mencionan algunas experiencias en el ámbito hospitalario para finalmente adentrarse en los desafíos y oportunidades que emergen.


The World Health Organization has defined "digital health" as the use of information and communication technologies to improve health. In recent years, there has been a strong acceleration in the adoption of these digital tools, which has had a major impact on traditional healthcare models. We are currently witnessing the emergence of a large immersive virtual environment called the "metaverse." Its emergence creates new and challenging opportunities in health care. This article explores some metaverse-related concepts, provides specific examples of its use in pediatrics, describes experiences in the hospital setting, and finally delves into the resulting challenges and opportunities.


Asunto(s)
Humanos , Telemedicina , Comunicación , Tecnología de la Información , Instituciones de Salud , Hospitales
3.
Artículo en Chino | WPRIM | ID: wpr-1021924

RESUMEN

BACKGROUND:How to improve the accuracy of puncture,reduce surgical damage,and improve surgical efficiency during vertebroplasty is currently one of the focuses of exploration and improvement in vertebroplasty techniques. OBJECTIVE:To explore the clinical significance of application of mixed reality technology in percutaneous vertebroplasty for spinal fractures. METHODS:Two patients with osteoporotic vertebral compression fracture in Dalian Second People's Hospital in June 2023 were selected.Before operation,128-row CT scanning of the lumbar spine was performed and the original data of digital imaging and communications in medicine(DICOM)were obtained.Visual Volume software was used to build the three-dimensional network model of vertebral compression fracture.Holographic imaging glasses were used to accurately map 3D network model images to the real world,assist the surgeon in completing preoperative simulation,explaining preoperative conditions and treatment plans,and guiding puncture and bone cement injection during surgery. RESULTS AND CONCLUSION:(1)Precise puncture was achieved with the assistance of a mixed reality technology.Postoperative imaging examination showed good bone cement filling and no obvious leakage.The postoperative symptoms of the patient were alleviated well,and they were able to move to the ground on the same day after surgery.(2)It is concluded that a mixed reality technology is helpful for preoperative surgical design and communication efficiency with patients and their families.Assisting with precise puncture during surgery,shortening surgical time,and reducing side injuries is a new and effective clinical diagnosis and treatment model,which has development potential in minimally invasive,precise,and personalized treatment of spinal surgery.

4.
Artículo en Chino | WPRIM | ID: wpr-1023367

RESUMEN

Objective:To investigate the application of virtual reality technology combined with case-based learning in forward surgical team (FST) basic skill teaching for undergraduates.Methods:A total of 42 undergraduates who received clinical practice in The Second Affiliated Hospital of Navy Medical University from January 2020 to January 2021 were selected as research subjects, and they were randomly divided into experimental group (virtual reality technology combined with case-based learning for FST basic skill teaching) and control group (traditional teaching methods for FST basic skill teaching). A questionnaire survey and assessments were performed to evaluate the effectiveness of teaching, and SPSS 23.0 was used to perform the t-test, the chi-square test, or the Fisher's exact test. Results:The questionnaire survey showed that there were no significant differences between the two groups in the degree of overall satisfaction with teaching, comprehension and practice in learning, and post-learning memory, and compared with the control group, the experimental group had significantly higher scores of improvement in theoretical knowledge (4.33±0.26 vs. 4.17±0.21, P<0.05), improvement in skill operation (4.32±0.22 vs. 4.12±0.27, P<0.05), improvement in the ability to analyze and solve practical problems (4.04±0.37 vs. 3.69±0.38, P<0.05), learning interest and enthusiasm (4.34±0.28 vs. 3.92±0.43, P<0.05), learning attention (4.21±0.35 vs. 3.81±0.34, P<0.05), and learning interaction (4.18±0.29 vs. 4.01±0.21, P<0.05). The results of assessments showed that compared with the control group, the experimental group had a significantly higher total score (85.96±5.35 vs. 77.03±7.29, P<0.05) and significantly better scores of theoretical knowledge (28.25±4.74 vs. 25.01±5.37, P<0.05) and skill operation (57.47±4.96 vs. 51.99±8.03, P<0.05). Conclusions:Virtual reality technology combined with case-based learning has unique advantages in FST basic skill teaching for undergraduates, and related studies and application research can be conducted in the future.

5.
Artículo en Chino | WPRIM | ID: wpr-1023408

RESUMEN

With the development of virtual reality (VR) technology and wide application of simulation-based medical education in clinical teaching, VR has been attracting growing attention in the field of simulation teaching in pediatrics. Studies have shown that VR technology can effectively improve pediatric clinical teaching effects by providing an immersive learning environment and enhancing the learning experience of students. VR also expands the teaching methods of pediatric simulation education. This paper discusses the application of VR technology in virtual standardized patients, simulation teaching of clinical practice skills, and clinical scenario simulation in pediatrics, as well as the use of ACEP SimBox in VR simulation teaching in pediatric emergency care. Future research needs to focus on the further development of VR technology and its application in simulation teaching, and find the best way to combine VR with traditional teaching methods.

6.
Artículo en Chino | WPRIM | ID: wpr-1023423

RESUMEN

Objective:To explore the significance of laparoscopic virtual reality simulation training by analyzing the learning curve of laparoscopic cholecystectomy among young general surgeons who had participated in laparoscopic skills training at our hospital.Methods:Fifty young surgeons were divided into two groups, with the intervention group participating in virtual reality simulation training and the control group participating in traditional laparoscopic clinical training. After completion of the training, 30 laparoscopic cholecystectomies were performed under the supervision of highly qualified surgeons with extensive laparoscopic experience. CUSUM analysis was applied to plot the trainees' surgical learning curve based on the completion rate, surgical score and operative time. " x" is the number of surgical cases and " k" is the slope. The value of x when k=0 was calculated and the surgical learning curves and intraoperative scores of the 2 groups of trainees were compared. SPSS 23.00 was performed for t-test and Chi-square test. Results:The intervention and control groups crossed the surgical learning curve at x=19.24±0.39 and x=21.72±0.73 respectively, with significant differences ( P<0.01); the intervention and control groups scored (10.82±2.73) and (9.71±2.69) for gallbladder exposure ( t=4.61, P<0.01), (12.59±3.12) and (8.87±2.99) for gallbladder dissection triangle ( t=6.21, P<0.01), and (10.69±3.38) and (8.80±3.55) for gallbladder dissection ( t=3.10, P<0.01). Conclusions:Virtual reality simulation training can facilitate the translation of basic laparoscopic training skills into clinical skills and can promote the growth of young general surgeons.

7.
Journal of Medical Research ; (12): 132-137, 2024.
Artículo en Chino | WPRIM | ID: wpr-1023640

RESUMEN

Objective To evaluate the effect of head-mounted virtual reality display on the visual function of adult myopia.Methods Thirty-four myopia patients were divided into two groups by random number table method:test group(n=18)and control group(n=16).After routine eye examination of the subjects,the naked vision,corrected vision,dynamic stereopsis,near stereopsis,contrast sensitivity,assemble value,disperse value,positive relative accommodation(PRA),negative relative accommodation(NRA),flexibility of accommodation,and amplitude of accommodation(AMP)before the test,after the test 1 time and after the test 10 times;the visual fatigue questionnaire score and the visual work ability answer score were performed before the test and after the test 10 times.Results There was significantly statistically significant of naked eye vision in test group after the test 10 times compared with the pre-test and the control group(P were 0.040,0.011);There was significantly statistically significant in assemble value of the test group after the test 10 times compared with the pre-test and the control group(P were 0.036,0.010);there were significantly statistically signifi-cant in the NRA and adjustment flexibility of the test group compared with the pre-test and the control after after the test 10 times(P were<0.0001,<0.0001,0.008,0.017);there were not statistical differences in corrected visual acuity,contrast sensitivity,spread value,dynamic stereopsis,near stereopsis,PRA,AMP,visual fatigue questionnaire scores and visual work ability were not statistically significant in comparison between the control group and the test group on the corresponding time points(P>0.05).Conclusion This is helpful to improve some of the visual function parameters of myopia patients appropriate using of head-mounted virtual reality technology training such as naked vision,NRA,insufficient collection,and flexibility of adjustment.

8.
Chinese Journal of Nursing ; (12): 184-190, 2024.
Artículo en Chino | WPRIM | ID: wpr-1027830

RESUMEN

Objective To construct,implement and evaluate the effectiveness of the virtual simulation technology-based prenatal health education course.Methods The curriculum included 4 parts:"warm delivery room and easy delivery","medicated analgesic delivery","non-medicated analgesic delivery"and"early maternal and infant health care".From May to September 2022,100 primiparas in an obstetrics and gynecology hospital in Zhejiang Province were investigated by convenient sampling method.Random number table method was used to divide the participants into an experimental group and a control group,with 50 participants per group.The control group received conventional health education,while the experimental group received an augmented virtual reality technology-based prenatal health education course during the late stages of pregnancy on this basis.We conducted a post-intervention comparative analysis of antenatal anxiety levels,fear of childbirth,and birth outcomes between the 2 groups.Furthermore,a post-intervention satisfaction survey was administered to the experimental group.Results After intervention,the antenatal anxiety of the experimental group was lower than that of the control group(x2=4.943,P=0.026),and the decrease in fear of childbirth scores was higher than that of the control group(t=3.200,P=0.002).The experimental group was highly satisfied with all of the 4 dimensions of the course,and the overall evaluation was(31.8±3.23)points.However,there were no significant differences in vaginal delivery rate,postpartum bleeding volume,postpartum hemorrhage incidence,perineal injury degree and duration of each labor stage between the 2 groups(P>0.05).Conclusion The virtual reality technology-based prenatal health education course was effective in improving the antenatal anxiety and fear of childbirth of primipara,and the use satisfaction is high.

9.
Artículo en Chino | WPRIM | ID: wpr-1031599

RESUMEN

【Objective】 Virtual reality (VR) technology is closely related to eye vision. With the development and progress of hardware and software equipment, VR has been applied widely in the field of ophthalmology. This article describes the application of VR technology in the clinical research and ophthalmology education, reviews the current research results and advantages of this new technology, including the new curative effect in amblyopia/strabismus, myopia and glaucoma, as well as research on the technology’s application in cataract surgery training and ophthalmology education. The article also discusses the dangers and difficulties of VR application and predicts its future application trend. In view of the shortcomings of VR in current research applications, the paper discusses and looks forward to provide powerful strategies for amblyopia, myopia and other ophthalmic diseases and clinical research.

10.
Artículo en Chino | WPRIM | ID: wpr-1013285

RESUMEN

ObjectiveTo explore the effect of virtual reality on upper limb function in stroke patients through diffusion tensor imaging (DTI). MethodsFrom September, 2021 to March, 2023, 80 stroke patients in the Fuzhou Second General Hospital were randomly divided into control group (n = 40) and experimental group (n = 40). Both groups received routine rehabilitation, while the experimental group received virtual reality training additionally, for four weeks. They were assessed with Fugl-Meyer Assessment-Upper Extremities (FMA-UE) and Action Research Arm Test (ARAT) before treatment, after treatment and after four-week follow-up; and they were scaned with DTI to measure the fractional anisotropy (FA) and relative anisotropy (RA) of cerebral peduncle and posterior limb of inner capsule of the affected side before and after treatment. ResultsTwo cases dropped in each group. The FMA-UE and ARAT scores increased in both groups after treatment and follow-up (F > 2.790, P < 0.001), and increased more in the experimental group than in the control group (t > 2.297, P < 0.05). FA and RA in the posterior limb of inner capsule increased in both groups after treatment (t > 21.013, P < 0.001), and increased more in the experimental group (t > 2.006, P < 0.05). The d-value of FA of the posterior limb of internal capsule before and after treatment (ΔFA) was positively correlated with the d-value of FMA-UE score (r > 0.362, P < 0.05) in both groups, the ΔFA of the posterior limb of internal capsule was positively correlated with the d-value of ARAT score (r = 0.459, P < 0.01). ConclusionVirtual reality training can promote the recovery of upper limb function in stroke patients, which may associate with the conductivity of posterior limb of inner capsule.

11.
Neuroscience Bulletin ; (6): 79-89, 2024.
Artículo en Inglés | WPRIM | ID: wpr-1010684

RESUMEN

Sensory conflict impacts postural control, yet its effect on cortico-muscular interaction remains underexplored. We aimed to investigate sensory conflict's influence on the cortico-muscular network and postural stability. We used a rotating platform and virtual reality to present subjects with congruent and incongruent sensory input, recorded EEG (electroencephalogram) and EMG (electromyogram) data, and constructed a directed connectivity network. The results suggest that, compared to sensory congruence, during sensory conflict: (1) connectivity among the sensorimotor, visual, and posterior parietal cortex generally decreases, (2) cortical control over the muscles is weakened, (3) feedback from muscles to the cortex is strengthened, and (4) the range of body sway increases and its complexity decreases. These results underline the intricate effects of sensory conflict on cortico-muscular networks. During the sensory conflict, the brain adaptively decreases the integration of conflicting information. Without this integrated information, cortical control over muscles may be lessened, whereas the muscle feedback may be enhanced in compensation.


Asunto(s)
Humanos , Músculo Esquelético , Electromiografía/métodos , Electroencefalografía/métodos , Encéfalo , Mapeo Encefálico
12.
Artículo en Chino | WPRIM | ID: wpr-1024514

RESUMEN

Objective To explore the effect of virtual reality treadmill training on balance and gait in stroke patients. Methods From March,2022,to March,2023,40 stroke patients in Beijing Tiantan Hospital,Capital Medical University were randomly divided into control group(n = 20)and experimental group(n = 20).Both groups received rou-tine rehabilitation training.The control group received ordinary treadmill walking training,and the experimental group received treadmill walking training with virtual reality,for two weeks.They were assessed with Berg Bal-ance Scale(BBS)and Timed Up and Go Test(TUGT),and the envelope ellipse area,center of pressure(COP)av-erage speed of movement,step length,stride length and stride width were compared between two groups before and after treatment. Results After treatment,the scores of BBS and time of TUGT improved in both groups(|t|>3.508,P<0.01),and they were better in the experimental group than in the control group(|t|>3.019,P<0.01);there was no significant dif-ference in the envelope ellipse area,COP average speed,and stride width between two groups(P>0.05);howev-er,the step length and stride width improved in the experimental group(|t|>4.008,P<0.01). Conclusion Treadmill training with virtual reality can improve the balance and walking ability of stroke patients.

13.
Artículo en Chino | WPRIM | ID: wpr-1025628

RESUMEN

Fear of flying (FOF) is a common type of specific phobia, and exposure therapy is often used as the main psychological treatment in clinical treatment. However, traditional exposure therapy is limited by time and space, making it difficult to achieve real-time adjustment of exposure scenarios. Meanwhile, due to the high cost of treatment and reliance on therapist guidance, it is difficult to promote and implement it on a large scale. Virtual reality exposure therapy (VRET) is a new therapy developed in recent years, which can enhance the applicability and effectiveness of exposure therapy. More and more studies have demonstrated the effectiveness of VRET in treating FOF, thus providing more options for the treatment of patients suffering from FOF. In addition, in order to further enhance its effectiveness and scalability, more researches has made new attempts to enhance users' sense of presence, explore factors influencing efficacy, and develop low-cost, self-service treatments and has made certain progress. Reviewing recent applications of VRET for FOF holds crucial clinical significance. These findings not only provide practical information for doctors and psychological therapists to treat FOF, but also have the potential to benefit more and more patients and sub-clinical populations. Furthermore, they may foster innovation in the treatment of various other mental disorders. This article aims to review recent applications of VRET in treating FOF, summarize research results, and discuss the limitations of current research and future development directions in order to provide useful inspiration for future research directions and future clinical work in the treatment of FOF.

14.
Artículo en Chino | WPRIM | ID: wpr-1027095

RESUMEN

Digital intelligence technologies, including artificial intelligence, big data, surgical navigation, surgical robots, and virtual reality, have been widely used in basic and clinical research in trauma and orthopedics. In order to provide trauma orthopedists with a quick overview of the current application of these technologies, this paper elaborates on the orthopedic workflow of fracture open reduction and internal fixation, on the aspects of recognition and classification of fracture X-ray images, fracture fragment segmentation based on thin-slice CT images, virtual fracture reduction, 3D fracture line heatmaps, design of an anatomical locking plate, intelligent navigation and orthopedic surgical robots, fracture reduction robots, and surgical process visualization.

15.
Artículo en Chino | WPRIM | ID: wpr-1038295

RESUMEN

ObjectiveTo evaluate the effect of virtual reality (VR) on cognitive function and quality of life in patients with Parkinson's disease. MethodsA systematic search of CBM, CNKI, Wanfang data, VIP, Cochrane Library, Web of Science, Embase, and PubMed was carried out to identify randomized control trials (RCT) about the effect of VR technology on patients with Parkinson's disease from inception to February 29th, 2024. The control group received routine cognitive training, balance training or physical therapy, and the experimental group received VR technology. The quality of articles was evaluated using the Cochrane Collaboration's 5.1.0 RCT risk assessment tool for bias. The meta-analysis was performed using Revman5.4. GRADE was used to evaluate the evidence quality of outcome indicators. ResultsA total of 13 literatures involving 426 patients were included. Allocation concealment and blind methods were not described in most literatures, and selective reporting of research results or other biases was unclear. VR technology could improve the Motreal Cognitive Assessment (MoCA) score (MD = 1.11, 95%CI 0.31 to 1.90, P = 0.006), Trail Making Test (TMT)-A score (MD = -6.25, 95%CI -11.71 to -0.78, P = 0.030) and depression scale score (SMD = -0.56, 95%CI -0.95 to 0.18, P = 0.004) of patients with Parkinson's disease; however, it did not improve TMT-B score (MD = -6.01, 95%CI -28.16 to 16.14, P = 0.590), Unified Parkinson's Disease Rating Scale (UPDRS)-Part II score (MD = -2.11, 95%CI -4.97 to 0.75, P = 0.150) and Parkinson's Disease Questionnaire (PDQ-39) score (MD = -0.92, 95%CI -4.03 to 2.19, P = 0.560). For quality of evidence, MoCA score, UPDRS-Part II score and PDQ-39 score were low, and depression score and TMT score were moderate. ConclusionVR technology can improve the cognitive function and depression of patients with Parkinson's disease; however, no significant improvement is found in activities of daily living and quality of life.

16.
Artículo en Chino | WPRIM | ID: wpr-1038308

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ObjectiveTo 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 cerebral palsy (CP). MethodsPubMed, 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. ResultsA 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, therapy 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 application 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 wearable 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 monitoring, tracking, analysis and feedback on children's activity statuses, improving their physical and functional abilities. ConclusionVR technology including immersive environment simulation and interactive motion gamification may improve interest in physical activities, physical quality and functional abilities, promoting behavioral health, and enhancing overall health levels and quality of life of children and adolecents with CP.

17.
Sichuan Mental Health ; (6): 277-281, 2024.
Artículo en Chino | WPRIM | ID: wpr-1039262

RESUMEN

Schizophrenia is a severe mental illness primarily managed with medication. In recent years, with the rapid development of virtual reality (VR) technology, its application effect in mental illness has been widely concerned. This review aims to explore the application of VR technology in schizophrenia treatment and to provide references for clinical practice. By reviewing randomized controlled trials from both domestic and international sources, the therapeutic efficacy of VR technology in treating schizophrenia was evaluated. The findings consistently demonstrated that VR technology has a positive effect on hallucinations, cognitive function, stress management and emotional control, and social function recovery in schizophrenia. [Funded by National Natural Science Foundation of China (number, 82160269); "Spring City Plan" High level Talent Training Program Spring City Top Talents Special Project (number, C201914016)]

18.
Arq. neuropsiquiatr ; 82(6): s00431777782, 2024. tab, graf
Artículo en Inglés | LILACS-Express | LILACS | ID: biblio-1564003

RESUMEN

Abstract Background Gait disturbances are prevalent and debilitating symptoms, diminishing mobility and quality of life for Parkinson's disease (PD) individuals. While traditional treatments offer partial relief, there is a growing interest in alternative interventions to address this challenge. Recently, a remarkable surge in assisted technology (AT) development was witnessed to aid individuals with PD. Objective To explore the burgeoning landscape of AT interventions tailored to alleviate PD-related gait impairments and describe current research related to such aim. Methods In this review, we searched on PubMed for papers published in English (2018-2023). Additionally, the abstract of each study was read to ensure inclusion. Four researchers searched independently, including studies according to our inclusion and exclusion criteria. Results We included studies that met all inclusion criteria. We identified key trends in assistive technology of gait parameters analysis in PD. These encompass wearable sensors, gait analysis, real-time feedback and cueing techniques, virtual reality, and robotics. Conclusion This review provides a resource for guiding future research, informing clinical decisions, and fostering collaboration among researchers, clinicians, and policymakers. By delineating this rapidly evolving field's contours, it aims to inspire further innovation, ultimately improving the lives of PD patients through more effective and personalized interventions.


Resumo Antecedentes Os distúrbios da marcha são sintomas prevalentes e debilitantes, diminuindo muito a mobilidade e a qualidade de vida dos indivíduos com doença de Parkinson (DP). Embora os tratamentos tradicionais ofereçam alívio parcial, há um interesse crescente em intervenções alternativas para enfrentar esse desafio. Recentemente, um aumento notável no desenvolvimento de tecnologia assistida (TA) foi testemunhado para ajudar indivíduos com DP. Objetivo Explorar o cenário crescente de intervenções de TA adaptadas para aliviar deficiências de marcha relacionadas à DP e descrever as pesquisas atuais para esse fim. Métodos Nessa revisão, pesquisamos artigos em inglês publicados no PubMed de 2018 a 2023. Além disso, os resumos de cada trabalho foram lidos para assegurar a sua inclusão. Quatro pesquisadores buscaram independentemente os artigos de acordo com os critérios de inclusão e exclusão. Resultados Incluímos trabalhos que preencheram os critérios de inclusão. Identificamos as tendências em tecnologia assistiva na análise dos parâmetros da marcha em DP. Esses compreendem os sensores portáteis, análise da marcha, retroalimentação em tempo real e técnicas de pista, realidade virtual e robótica. Conclusão Essa revisão é um recurso para orientar pesquisas futuras, informar decisões clínicas e promover a colaboração entre pesquisadores, médicos e formuladores de políticas. Ao delinear os contornos deste campo em rápida evolução, pretende inspirar mais inovação, melhorando em última análise a vida dos pacientes com DP através de intervenções mais eficazes e personalizadas.

19.
Artículo en Portugués | LILACS-Express | LILACS, BDENF | ID: biblio-1569015

RESUMEN

Objetivo: Determinar o uso de tecnologias baseadas em realidade virtual ou realidade aumentada na área da saúde para a população em geral. Material e Método: Revisão integrativa realizada nas bases de dados MEDLINE/PubMed, CINAHL, LILACS, Web of Science e Scopus. Foram incluídos artigos completos, sem recorte temporal, em português, inglês e espanhol que respondessem à questão norteadora. Resultados: Foram incluídos 65 estudos. As principais finalidades do uso de tecnologias baseadas em realidade virtual ou realidade aumentada foram: alívio da dor, da ansiedade e do medo; educacional (simulação e orientação); reabilitação e neurorreabilitação; promoção da saúde mental/ bem-estar psicológico; auxílio em procedimentos e apoio ao planejamento/cirurgia pré-operatória. Conclusão: Destacamos o amplo uso dessas tecnologias na área da saúde e como elas têm se mostrado benéficas em diferentes contextos clínicos, favorecendo a promoção, a prevenção e a reabilitação da saúde da população.


Objective: To determine the use of technologies based on virtual reality or augmented reality in the area of health for the general population. Material and Method: Integrative review conducted in MEDLINE/ PubMed, CINAHL, LILACS, Web of Science and Scopus databases. Full articles were included, without time frame, in Portuguese, English and Spanish that answered the guiding question. Results: 65 studies were included. The main purposes of the use of virtual reality or augmented reality-based technologies were: pain, anxiety and fear relief; educational (simulation and guidance); rehabilitation and neurorehabilitation; promoting mental health/psychological well-being; assisting in procedures and supporting preoperative planning/surgery. Conclusion: We highlight the wide use of these technologies in the health area and how beneficial they have proven to be in different clinical contexts, favoring the promotion, prevention and rehabilitation of the population's health.


Objetivo: Determinar el uso de tecnologías basadas en realidad virtual o realidad aumentada en el área de la salud para la población general. Material y Método: Revisión integrativa realizada en las bases de datos MEDLINE/PubMed, CINAHL, LILACS, Web of Science y Scopus. Se incluyeron artículos completos, sin marco temporal, en portugués, inglés y español que respondieron a la pregunta orientadora. Resultados: Se incluyeron 65 estudios. Los principales propósitos del uso de tecnologías basadas en realidad virtual o realidad aumentada fueron: alivio del dolor, la ansiedad y el miedo; carácter educativo (simulación y orientación); rehabilitación y neurorrehabilitación; promover la salud mental/bienestar psicológico; ayudar en procedimientos y apoyo a la planificación/cirugía preoperatoria. Conclusión: Se resalta el amplio uso de estas tecnologías en el área de la salud y lo beneficiosas que han demostrado ser en diferentes contextos clínicos, favoreciendo la promoción, prevención y rehabilitación de la salud de la población.

20.
Rev. Assoc. Med. Bras. (1992, Impr.) ; 70(7): e20231599, 2024. tab, graf
Artículo en Inglés | LILACS-Express | LILACS | ID: biblio-1569453

RESUMEN

SUMMARY OBJECTIVE: The objective of this study was to determine the effects of listening to nature sounds alone and virtual reality plus listening to nature sounds on pain and anxiety in hysterosalpingography. METHODS: This three-arm parallel randomized controlled trial included 135 (45 in each group) women who underwent hysterosalpingography in Turkey. The virtual reality+nature sounds group viewed a nature video with virtual reality glasses and listened to nature sounds during hysterosalpingography, whereas the nature sounds group only listened to nature sounds. The control group received only routine care. RESULTS: During hysterosalpingography, women in virtual reality+nature sounds group experienced less pain than those in control group (p=0.009). After hysterosalpingography, pain levels were lower in both virtual reality+nature sounds group and nature sounds group than in control group (p=0.000 and p=0.000, respectively), anxiety levels were lower in virtual reality+nature sounds group than in nature sounds group and control group (p=0.018 and p=0.000, respectively), and anxiety levels were lower in nature sounds group than in control group (p=0.013). CONCLUSION: Virtual reality with nature content plus listening to nature sounds and only listening to nature sounds are effective in reducing pain and anxiety related to hysterosalpingography procedures in women. Compared with only listening to nature sounds, virtual reality plus listening to nature sounds further reduced hysterosalpingography-related pain and anxiety.

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