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1.
Sheng Wu Yi Xue Gong Cheng Xue Za Zhi ; 41(4): 656-663, 2024 Aug 25.
Artículo en Chino | MEDLINE | ID: mdl-39218590

RESUMEN

Stroke is an acute cerebrovascular disease in which sudden interruption of blood supply to the brain or rupture of cerebral blood vessels cause damage to brain cells and consequently impair the patient's motor and cognitive abilities. A novel rehabilitation training model integrating brain-computer interface (BCI) and virtual reality (VR) not only promotes the functional activation of brain networks, but also provides immersive and interesting contextual feedback for patients. In this paper, we designed a hand rehabilitation training system integrating multi-sensory stimulation feedback, BCI and VR, which guides patients' motor imaginations through the tasks of the virtual scene, acquires patients' motor intentions, and then carries out human-computer interactions under the virtual scene. At the same time, haptic feedback is incorporated to further increase the patients' proprioceptive sensations, so as to realize the hand function rehabilitation training based on the multi-sensory stimulation feedback of vision, hearing, and haptic senses. In this study, we compared and analyzed the differences in power spectral density of different frequency bands within the EEG signal data before and after the incorporation of haptic feedback, and found that the motor brain area was significantly activated after the incorporation of haptic feedback, and the power spectral density of the motor brain area was significantly increased in the high gamma frequency band. The results of this study indicate that the rehabilitation training of patients with the VR-BCI hand function enhancement rehabilitation system incorporating multi-sensory stimulation can accelerate the two-way facilitation of sensory and motor conduction pathways, thus accelerating the rehabilitation process.


Asunto(s)
Interfaces Cerebro-Computador , Electroencefalografía , Mano , Rehabilitación de Accidente Cerebrovascular , Realidad Virtual , Humanos , Mano/fisiología , Rehabilitación de Accidente Cerebrovascular/métodos , Rehabilitación de Accidente Cerebrovascular/instrumentación , Retroalimentación Sensorial , Interfaz Usuario-Computador , Corteza Motora/fisiología
3.
Galen Med J ; 13: 1-10, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39224550

RESUMEN

Emerging technologies are changing hand surgery by improving surgical precision, minimizing tissue disruption, and expediting patient recovery. These advancements have the potential to revolutionize surgical procedures, patient outcomes, and rehabilitation processes. However, there are still challenges that need to be addressed before these technologies can be widely adopted. These challenges include the learning curve for surgeons, high costs, and ethical considerations. Future research should focus on addressing the limitations of these technologies, exploring their long-term effects, and evaluating their cost-effectiveness. To successfully implement them, a collaborative approach involving clinicians, researchers, engineers, and policymakers is necessary. This review provides an overview of current and future trends in emerging technologies for hand orthopedic surgery.

4.
Data Brief ; 56: 110774, 2024 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-39221010

RESUMEN

Historical data on monuments offers valuable insights into that period's past sculpture, architecture, and preferences. Realising the importance of historical data and the scarcity of data on historical places, this study presents a dataset collected from Panam City. Panam City, established in the late 1300s century, was the capital of the fifteenth-century Bengal ruler Isa Khan. The city was once an important trading and political centre and is now considered a world heritage site by the United Nations Educational Scientific and Cultural Organisation (UNESCO). Panam City is located in Sonargaon, Dhaka, Bangladesh. The aim of data collection is to capture past architectural design, materials used for the building, and the current state of the walls and structures of Panam City. This dataset can benefit researchers, architects, archaeologists, and cultural organisations. Historians and architects can gain insights into the wall's construction methods and materials, informing future restoration efforts. Historic datasets can create exciting AR/VR experiences by digitizing and 3D modelling historical artefacts and environments, integrating them into AR/VR platforms using game engines and development tools, and enhancing the user experience with interactive storytelling and educational content. Tourism boards and cultural heritage organisations can leverage this resource to develop engaging experiences that highlight the rich history and significance of Panama City. By making this data accessible, this study contributes to understanding and appreciating Panam City's historical significance while promoting innovative approaches to heritage preservation in the digital age. This dataset contains 2292 images of degraded wall classes such as Artistic, Corroded Brick, Corroded Plaster, Fungus, and Living Plant.

5.
Digit Health ; 10: 20552076241271823, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39221089

RESUMEN

About one-third of stroke survivors experience aphasia, i.e., language dysfunction caused by brain damage. Aphasia affects not only a person's ability to communicate, but it often leads to the inability to return to work, loss of close relationships, diminished quality of life, negative self-perception, and depression. Yet persons with aphasia are globally underserved due to limited access to resources, which limits their chance for recovery. Immersive virtual reality (VR) has the potential to solve this problem and deliver efficient, personalized treatments to millions of people worldwide who need access to rehabilitation services or more flexibility in treatment delivery. To reduce the global burden of stroke experts recommend taking bold, pragmatic actions across all four pillars of stroke quadrangle-surveillance, prevention, acute care, and rehabilitation. Embracing immersive VR-based rehabilitation of poststroke aphasia would be one step in that direction.

6.
Disabil Rehabil ; : 1-11, 2024 Sep 01.
Artículo en Inglés | MEDLINE | ID: mdl-39218005

RESUMEN

PURPOSE: Exergames are used to promote gait rehabilitation in patients with neurological disorders because they are believed to heighten patient enjoyment and training intensity. This scoping review evaluated whether and how studies support these claims. METHODS: A search for studies published up until October 2023 involving virtual reality or exergames for patients with neurological disorders (stroke, Parkinson's disease, multiple sclerosis, spinal cord injury) was conducted on PubMed and Scopus, with additional articles identified through backward and forward citation searching. Studies collecting gait measurements, with at least five participants and a control group were included. Data extracted were rationale, and whether participants' enjoyment of the intervention and training intensity were assessed. RESULTS: 1060 records were identified with 58 included in this review. There were 34 articles on stroke, 11 on multiple sclerosis, and 13 on Parkinson's disease. Participant enjoyment and greater training intensity were important rationales but were only evaluated in 12 and seven of the included studies, respectively. CONCLUSION: Results highlight that participant enjoyment and heightened training intensity are commonly cited rationales for using exergames in gait rehabilitation, but these effects are assumed and not routinely measured or analysed. Greater consistency is needed in the design and execution of exergaming studies for neurological disorders.


Participant enjoyment and heightened training intensity are commonly cited rationales for using exergames in gait rehabilitation, but these effects are assumed and not routinely measured or analysed.There are no agreed-upon conceptual frameworks nor validated measures of enjoyment, and this concept is commonly conflated with adherence.Intervention adherence could be improved by considering participant capabilities, opportunities and motivation at the design stage.Whether exergames increase adherence and training intensity because they are more enjoyable and motivating remains an open question.

7.
Neurosci Lett ; : 137956, 2024 Sep 02.
Artículo en Inglés | MEDLINE | ID: mdl-39233045

RESUMEN

Eye movement dysfunction is one of the non-motor symptoms of Parkinson's disease (PD). An accurate analysis method for eye movement is an effective way to gain a deeper understanding of the nervous system function of PD patients. However, currently, there are only a few assistive methods available to help physicians conveniently and consistently assess patients suspected of having PD. To solve this problem, we proposed a novel visual behavioral analysis method using eye tracking to evaluate eye movement dysfunction in PD patients automatically. This method first provided a physician task simulation to induce PD-related eye movements in Virtual Reality (VR). Subsequently, we extracted eye movement features from recorded eye videos and applied a machine learning algorithm to establish a PD diagnostic model. Then, we collected eye movement data from 66 participants (including 22 healthy controls and 44 PD patients) in a VR environment for training and testing during visual tasks. Finally, on this relatively small dataset, the results reveal that the Support Vector Machine (SVM) algorithm has better classification potential.

8.
Virtual Real ; 28(2): 95, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39233779

RESUMEN

Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict-the discrepancy between the depth specified by the eyes' accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants' vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.

9.
Expert Rev Med Devices ; : 1-13, 2024 Sep 05.
Artículo en Inglés | MEDLINE | ID: mdl-39235206

RESUMEN

INTRODUCTION: The rapid advancement of technology and the integration of innovative medical devices are significantly transforming medical education. This review examines the impact of these changes and the importance of adapting educational strategies to leverage these advancements. AREAS COVERED: This narrative review employs a qualitative approach. From an initial pool of 294 articles, researchers conducted independent screenings and identified 134 studies relevant to innovations in technology and their impact on medical education. Following a comprehensive review and consensus, studies deemed to be of low relevance were excluded, resulting in a final selection of 74 articles. An expert panel discussion was held, and the study concludes with a final section that presents the findings and offers brief, clear recommendations. EXPERT OPINION: This study indicates that the utilization of Innovative medical technologies has the potential to enhance learning outcomes. The use of simulations allows students to engage in hands-on practice without risking patient harm. Mobile devices afford students uninterrupted access to educational resources, thereby enabling efficient learning. Artificial intelligence (AI) has the potential to personalize education, enhance diagnostic skills, and foster critical thinking. Further research in this field has the potential to yield significant insights.

10.
J Neural Eng ; 2024 Sep 04.
Artículo en Inglés | MEDLINE | ID: mdl-39231466

RESUMEN

OBJECTIVE: Steady-state visual evoked potentials (SSVEPs) in response to flickering stimuli are popular in brain-computer interfacing (BCI) but their implementation in Virtual Reality (VR) offers new opportunities also for clinical applications. While traditional SSVEP target selection relies on single-frequency stimulation of both eyes simultaneously, further called congruent stimulation, recent studies attempted to improve the information transfer rate by using dual-frequency-coded SSVEP where each eye is presented with a stimulus flickering at a different frequency, further called incongruent stimulation. However, few studies have investigated incongruent multifrequency-coded SSVEP (MultiIncong-SSVEP). APPROACH: This paper reports on a systematical investigation of incongruent dual-, triple-, and quadruple-frequency-coded SSVEP for use in VR, several of which are entirely novel, and compares their performance with that of congruent dual-frequency-coded SSVEP. MAIN RESULTS: We were able to confirm the presence of a summation effect when comparing monocular- and binocular single-frequency congruent stimulation, and a suppression effect when comparing monocular- and binocular dual-frequency incongruent stimulation, as both tap into the binocular vision capabilities which, when hampered, could signal amblyopia. SIGNIFICANCE: In sum, our findings not only evidence the potential of VR-based binocularly incongruent SSVEP but also underscore the importance of paradigm choice and decoder design to optimize system performance and user comfort.

11.
J Neural Eng ; 2024 Sep 04.
Artículo en Inglés | MEDLINE | ID: mdl-39231469

RESUMEN

OBJECTIVE: Training plays a significant role in motor imagery (MI), particularly in applications such as Motor Imagery-based Brain-Computer Interface (MIBCI) systems and rehabilitation systems. Previous studies have investigated the intricate relationship between cues and MI signals. However, the medium of presentation still remains an emerging area to be explored, as possible factors to enhance Motor Imagery signals.. Approach: We hypothesise that the medium used for cue presentation can significantly influence both performance and training outcomes in MI tasks. To test this hypothesis, we designed and executed an experiment implementing no- feedback MI. Our investigation focused on three distinct cue presentation mediums -audio, screen, and virtual reality(VR) headsets-all of which have potential implications for BCI use in the Activities of Daily Lives. Main Results: The results of our study uncovered notable variations in MI signals depending on the medium of cue presentation, where the analysis is based on 3 EEG channels. To substantiate our findings, we employed a comprehensive approach, utilizing various evaluation metrics including Event- Related Synchronisation(ERS)/Desynchronisation(ERD), Feature Extraction (using Recursive Feature Elimination (RFE)), Machine Learning methodologies (using Ensemble Learning), and participant Questionnaires. All the approaches signify that Motor Imagery signals are enhanced when presented in VR, followed by audio, and lastly screen. Applying a Machine Learning approach across all subjects, the mean cross-validation accuracy (Mean ± Std. Error) was 69.24 ± 3.12, 68.69 ± 3.3 and 66.1±2.59 when for the VR, audio-based, and screen-based instructions respectively. Significance: This multi-faceted exploration provides evidence to inform MI- based BCI design and advocates the incorporation of different mediums into the design of MIBCI systems, experimental setups, and user studies. The influence of the medium used for cue presentation may be applied to develop more effective and inclusive MI applications in the realm of human-computer interaction and rehabilitation.

12.
J Adv Nurs ; 2024 Sep 03.
Artículo en Inglés | MEDLINE | ID: mdl-39227177

RESUMEN

AIM: To explore clinician, child and parent acceptability and usability of the Smileyscope VR device in the context of addressing the unique pain and distress needs of young burn patients. DESIGN: A survey comprising closed and open-ended questions. METHOD: Descriptive statistics analysed participant characteristics, pain and analgesia. Qualitative content was collected from April 2022-August 2022 and analysed to identify barriers and enablers. Categories were then mapped onto the Capabilities, Opportunities and Motivation-Behaviour Wheel (COM-B) framework. RESULTS: Smileyscope was found to be effective for reducing pain and anxiety during dressing changes by both patients (n = 39) and parents (n = 37). Clinicians (n = 35) reported high self-efficacy and willingness to reuse the device. However, concerns arose regarding the device's fit and the need for age-appropriate programmes. CONCLUSION: Smileyscope demonstrated promise in reducing procedural pain and distress. The device is well accepted by all participants implying ease of implementation. Feedback suggests further program development and fitting optimisation is required. IMPLICATIONS FOR THE PROFESSION AND/OR PATIENT CARE: Improved procedural pain has proven to decrease wound healing times, decreasing possible need for further scar management and long-term consequences after sustaining a burn injury. Smileyscope use in rural hospitals presents valuable opportunities for optimising early paediatric burn pain. IMPACT: Increased burn pain can delay wound healing and have long term physical and psychological impact on patients. Smileyscope was well received within this cohort; however, improvements in device design and programmes were suggested. This study shows the potential for use of Smileyscope as a non-pharmacological approach to improving paediatric burn pain and distress. PATIENT OR PUBLIC CONTRIBUTION: While our study included patients, parents and clinicians as research participants, there was no patient or public contribution in the design or conduct of the study, analysis or interpretation of the data.

13.
Semin Oncol Nurs ; : 151725, 2024 Sep 02.
Artículo en Inglés | MEDLINE | ID: mdl-39227259

RESUMEN

OBJECTIVES: This randomized controlled trial evaluated the effect of virtual reality (VR) distraction and fatigue training on anxiety and fatigue in children with cancer. METHODS: The sample of this parallel design randomized controlled trial consisted of 41 children aged 7 to 16 who were receiving chemotherapy treatment in the pediatric hematology and oncology wards of a university hospital. Data was collected with the Child Anxiety Scale-State, Child Fatigue Scale-24-Hours, and Visual Fatigue Scale in both groups before and during the first three days of chemotherapy treatment. All children admitted to the clinic during chemotherapy received fatigue education. On the first, second, and third days of chemotherapy treatment, children in the study group underwent a 15-minute VR distraction intervention following stratified randomization. Repeated measures analysis of variance was used to compare scale scores by group, time, and group-time interaction. RESULTS: Of the patients, 63.4% were male, and 39% had neuroblastoma. There was no difference between the groups in terms of diagnosis, age, duration of diagnosis, chemotherapy, or hemoglobin levels. A statistically significant difference was found between the mean scores of the anxiety and fatigue scores in the intervention and control groups in terms of group, time, and group-time interaction. CONCLUSION: Applying VR distraction on the first, second, and third days of chemotherapy treatment was found to be useful in lowering anxiety and fatigue levels in addition to fatigue training. IMPLICATIONS FOR NURSING PRACTICE: Virtual reality distraction is an effective method for reducing anxiety and fatigue in this population.

14.
Psychol Med ; : 1-16, 2024 Sep 04.
Artículo en Inglés | MEDLINE | ID: mdl-39228287

RESUMEN

Virtual reality (VR) is a technology that allows to interact with recreated digital environments and situations with enhanced realism. VR has shown good acceptability and promise in different mental health conditions. No systematic review has evaluated the use of VR in Bipolar Disorder (BD). This PRISMA-compliant systematic review searched PubMed and Web of Science databases (PROSPERO: CRD42023467737) to identify studies conducted in individuals with BD in which VR was used. Results were systematically synthesized around four categories (cognitive and functional evaluation, clinical assessment, response to VR and safety/acceptability). Eleven studies were included (267 individuals, mean age = 36.6 years, 60.7% females). Six studies using VR to carry out a cognitive evaluation detected impairments in neuropsychological performance and delayed reaction times. VR was used to assess emotional regulation. No differences in well-being between VR-based and physical calm rooms were found. A VR-based stress management program reduced subjective stress, depression, and anxiety levels. VR-based cognitive remediation improved cognition, depressive symptoms, and emotional awareness. 48.7% of the individuals with BD considered VR-based cognitive remediation 'excellent', whereas 28.2% considered it 'great'. 87.2% of individuals did not report any side effects. 81.8% of studies received a global quality rating of moderate. Emerging data point towards a promising use of VR in BD as an acceptable assessment/intervention tool. However, multiple unstudied domains as comorbidity, relapse and prodromal symptoms should be investigated. Research on children and adolescents is also recommended. Further research and replication of findings are required to disentangle which VR-interventions for which populations and outcomes are effective.

15.
J Family Med Prim Care ; 13(8): 2841-2850, 2024 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-39228593

RESUMEN

Augmented reality (AR) and virtual reality (VR), are upcoming technologies with considerable potential to revolutionizing healthcare education, enhancing patient safety, and improving healthcare quality particularly in the Indian context. This review is conducted to view the current scenario of Indian context considering the impact of COVID-19. The current systematic review study was done following PRISMA 2020 guidelines using the key terms "Augmented Reality," "Virtual Reality," "Healthcare," and "India." Only the PubMed database was selected based on its reputation and authenticity, which is the only limitation of this study and strength. Both qualitative and quantitative methods are used for synthesis of results. In Indian context, 12 (1.7%) and 36 (2.2%) articles related to AR and VR were found, respectively. Six abstracts could not be retrieved, and after screening abstracts, three were found not suitable in VR and eight were found duplicate. A total of 30 articles were considered for this review. 18 (50%) were original, 12 (33.3%) were review, and 6 (16.7%) were other articles. 03 (8.3%), 21 (58.3%), and 12 (33.3%) articles were related to AR, VR, and both AR and VR, respectively. Considering the single database search and six unretrievable abstract, AR, VR, mixed reality (MR), soft e-skin, and extended reality (XR) technologies have the potential to revolutionize healthcare education and training, reducing real-life errors and improving patient safety. Although the Indian healthcare sector only contributes 1.7-2.2% to PubMed publications related to AR and VR.. The review was not registered.

16.
Artículo en Inglés | MEDLINE | ID: mdl-39228388

RESUMEN

Virtual reality (VR) is an emerging technology that can enhance experiences and outcomes in mental healthcare. However, mental health therapists have been slow to adopt VR into practice. Implementation of telehealth-based VR therapy (tele-VR) could catalyze adoption and innovation in mental healthcare. To explore therapists' perspectives on tele-VR, we conducted a cross-sectional survey of practicing mental health providers in the United States in June-July 2023. We analyzed 176 completed surveys from therapists, of whom 51.14% had no prior experience with VR, only 6.25% had used VR clinically, and 56.82% had neutral impressions of VR for therapy. Despite therapists' general inexperience with VR, therapists indicated a wide variety of tele-VR simulations (e.g., social situations, flying, heights) and features (e.g., personalized spaces, homework, interactivity) would be moderately to extremely useful for their practices. Therapists also requested additional VR simulations and features for their telehealth clients such as behavioral skills training, exposure therapy, gender identity therapy, and psychological assessments in VR. Therapists rated Health Insurance Portability and Accountability Act compliance, the ability to try VR before buying, affordability for therapists, accessibility for clients, and insurance coverage as the five most influential implementation factors for tele-VR. Overall, therapists were generally inexperienced and neutral about VR for telehealth therapy, but were interested in tele-VR for specific applications. These findings provide actionable directions for future research and collaborative development of therapeutic VR content and features.

18.
Front Digit Health ; 6: 1428534, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39139587

RESUMEN

Introduction: The use of robotic systems in the surgical domain has become groundbreaking for patients and surgeons in the last decades. While the annual number of robotic surgical procedures continues to increase rapidly, it is essential to provide the surgeon with innovative training courses along with the standard specialization path. To this end, simulators play a fundamental role. Currently, the high cost of the leading VR simulators limits their accessibility to educational institutions. The challenge lies in balancing high-fidelity simulation with cost-effectiveness; however, few cost-effective options exist for robotic surgery training. Methods: This paper proposes the design, development and user-centered usability study of an affordable user interface to control a surgical robot simulator. It consists of a cart equipped with two haptic interfaces, a VR visor and two pedals. The simulations were created using Unity, which offers versatility for expanding the simulator to more complex scenes. An intuitive teleoperation control of the simulated robotic instruments is achieved through a high-level control strategy. Results and Discussion: Its affordability and resemblance to real surgeon consoles make it ideal for implementing robotic surgery training programs in medical schools, enhancing accessibility to a broader audience. This is demonstrated by the results of an usability study involving expert surgeons who use surgical robots regularly, expert surgeons without robotic surgery experience, and a control group. The results of the study, which was based on a traditional Peg-board exercise and Camera Control task, demonstrate the simulator's high usability and intuitive control across diverse user groups, including those with limited experience. This offers evidence that this affordable system is a promising solution for expanding robotic surgery training.

20.
Front Public Health ; 12: 1420367, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39135928

RESUMEN

While metaverse is widely discussed, comprehension of its intricacies remains limited to a select few. Conceptually akin to a three-dimensional embodiment of the Internet, the metaverse facilitates simultaneous existence in both physical and virtual domains. Fundamentally, it embodies a visually immersive virtual environment, striving for authenticity, where individuals engage in real-world activities such as commerce, gaming, social interaction, and leisure pursuits. The global pandemic has accelerated digital innovations across diverse sectors. Beyond strides in telehealth, payment systems, remote monitoring, and secure data exchange, substantial advancements have been achieved in artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and blockchain technologies. Nevertheless, the metaverse, in its nascent stage, continues to evolve, harboring significant potential for revolutionizing healthcare. Through integration with the Internet of Medical Devices, quantum computing, and robotics, the metaverse stands poised to redefine healthcare systems, offering enhancements in surgical precision and therapeutic modalities, thus promising profound transformations within the industry.


Asunto(s)
Realidad Virtual , Humanos , Atención a la Salud , Inteligencia Artificial , Telemedicina , Realidad Aumentada , Cadena de Bloques , COVID-19
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