IEEE trans:沉浸式虚拟现实技术在偏瘫和非偏瘫患者双手上肢康复中的应用

2021-06-04 MedSci原创 MedSci原创

偏瘫又叫半身不遂,是指同一侧上下肢、面肌和舌肌下部的运动障碍,是急性脑血管病的常见症状。双手任务训练对偏瘫患者的康复训练很有意义。除了每天练习双工活动,如移动托盘、折叠洗衣房和推椅,这些活动需要双手对

偏瘫又叫半身不遂,是指同一侧上下肢、面肌和舌肌下部的运动障碍,是急性脑血管病的常见症状。双手任务训练对偏瘫患者的康复训练很有意义。除了每天练习双工活动,如移动托盘、折叠洗衣房和推椅,这些活动需要双手对称的互动,在双手上肢伸展时,进行镜像比较治疗,可改善痉挛偏瘫患儿手臂受损情况,并比非双手练习提供更好的功能性增益。因此,双肢训练是康复的一个重要的组成部分。基于家庭、低成本、商业游戏设备的运动康复计划已被证明可以改善上肢性能。一项关于运动机器人(FEATHERS)系统是一个改编自商用游戏技术的平台,大多数参与者喜欢使用运动跟踪控制进行游戏。针对儿科人群的运动康复专门定制的运动游戏系统也被有效地应用于临床和家庭项目。

随着商用沉浸式虚拟现实(VR)技术的出现,如Oculus Rift和HTC Vive(均于2016年初发布)等具有运动跟踪控制功能的虚拟现实(VR)技术需要进一步探索在主动游戏中使用VR。与非沉浸式虚拟现实练习动作相比,虚拟现实中的动作能更好地促进向功能性运动任务的实施。沉浸式3D虚拟现实系统比基于2D屏幕的游戏平台更能匹配环境中的动作。沉浸式虚拟现实技术的一个关键优势是能够定量地调整提供给用户的实时反馈。头戴式显示器(HMD)VR技术还允许在使用增强视觉反馈时完全遮挡真实的视觉定位,同时仍能提供逼真的第一人称3D运动体验。

这项研究的主要目的是探索沉浸式虚拟现实环境的可行性,该环境在双手运动期间操纵视觉反馈(即EA),可用于家庭康复系统。因此,仅使用商用硬件来模拟康复技术的可访问选项。本研究的主要目的是测试视觉刺激的有效性,即在典型发育期(TD)青少年和年轻人中,操纵双侧前屈时上肢之间的不对称性。对5例青年偏瘫脑性瘫痪(CP)患者的生存能力和有效性进行了探讨。据作者所知,这是第一次研究EA在沉浸式虚拟现实中的应用,以改善双手达到对称性。

共招募了17名参与者:12名年龄在13-21岁(17岁)的青少年和5名临床诊断为单侧或偏瘫脑瘫的参与者。手动能力分类系统(MACS)和双手精细运动功能(BFMF)测试为CP组的参与者提供了关于残疾程度的进一步信息。使用Oculus Rift系统(Oculus VR,LLC,Menlo Park,CA,USA)、Oculus触摸控制器对和两个Oculus传感器用于促进VR环境。在实验过程中,参与者的位置、方向和手的视觉表现使用OVRAvatar软件包在Unity 3D 开发的3D虚拟环境中呈现。通过相同的Unity 3D界面,通过Kinect v2(美国雷蒙德微软公司)记录上半身关节的运动学位置。虽然Kinect v2此前已成功用于测量前屈练习期间的上肢和躯干运动,但由于位置精度较低(1–5 cm),延迟较高,Kinect的关节数据未作为虚拟环境中实时上肢模型的一部分呈现,还有明显的抖动。位置数据记录在90Hz,即Oculus系统的固有采样频率,并在进一步计算之前在30Hz重新采样,以解决由Kinect的30Hz时间分辨率引起的任何伪影。

Fig. 1. - Experimental setup, sensor layout, and tracking area. The coordinate system of the virtual environment is shown such that the origin was placed on the floor approximately in the centre of the participant’s seated location. The Oculus Sensors and Kinect v2 were placed 1.5 m from the play-space origin to maximize the field of view. Angles and distances are not to scale.

实验框图

参与者被要求用不同的双手可交互的物体模型来执行到达任务。他们需要同时用双手拿起虚拟物体并移动到指定的位置。由于临床偏瘫患者中有很大一部分也会失去抓握控制,对于CP组的参与者,当虚拟手的空间与物体的交互重合时,会自动检测到每只手的抓握动作,直到双手到达终点位置,物体才被释放。这项研究是一个单次实验,采用了两种条件的交叉平衡设计。参与者将被随机分配到A组(顶线)或B组(底线)。实验方案中使用的不同试验类型的顺序图。参与者将被随机分配到A组 或B组 。 使用EA训练。研究过程分为两组,两组之间必须有5分钟的休息时间,在此期间,移除头盔显示器,以防止过度使用头盔显示器系统导致潜在的网络疾病或疲劳。参与者在没有任何EA的情况下进行前瞻性试验,对于TD组,没有任何EA,也没有70%的不对称性。这些试验允许收集训练前和训练后的测试数据。

Fig. 4. - Diagram of the order of different trial types used in the experiment protocol. Participants would be assigned to either Group A (top line) or Group B (bottom line) randomly. Group A would train with EA in their first set and Group B would train with EA in their second set. The 70% asymmetry, shown for training and evaluation trial types with blue single line hatch, was only applied for TD participants in both training sets as a visual manipulation. Orange cross-hatched trial types were sections in which EA was applied for participants in the CP group, and both EA and 70% asymmetry were applied for TD participants. In Familiarization (Fam), Baseline, and Washout trials, visual positioning matched physical movement and no visual manipulation was applied. The numbers in brackets represent the number of trials in each section; breaks within the training set were taken as requested by the participants.

实验设计

典型的发育期组在接受EA训练后,与未接受EA训练相比,视觉不对称性显著改善。此外,所有5名偏瘫脑瘫患者在接受训练后,其达到对称性的程度也有所增加,而在练习过程中没有应用康复的情况下,只有2名患者达到对称性的程度有所增加。证明了在现有的主动游戏和虚拟现实系统中使用视觉增强反馈来促进需要康复的人双手对称的潜力。TD组和CP组的受试者在进行训练时比不进行训练时更能减少ND/A和D/LA上肢之间的(视觉)位置差异。TD参与者在EA训练后能够恢复到更接近基线的对称性,而CP组的所有参与者在EA训练后在RMSE方面都表现出了超出其原始基线的积极改善。错误的视觉放大使他们比正常的双侧伸展模式更加对称,这在测试后评估试验中得到了证实。

运动适应的保留和最终的学习也应该通过长期的研究来测试。如果没有多天的训练,就很难由于双手运动控制的改善而引起神经可塑性的改变。虚拟双手任务,包括不对称任务,也可以用来鼓励改善的运动功能转移到现实世界的功能性任务。还可以研究采用衰减反馈策略以潜在地减少对所提供的增强反馈的长期依赖。

L. C. Shum, B. A. Valdés, N. J. Hodges and H. F. M. Van der Loos, "Error Augmentation in Immersive Virtual Reality for Bimanual Upper-Limb Rehabilitation in Individuals With and Without Hemiplegic Cerebral Palsy," in IEEE Transactions on Neural Systems and Rehabilitation Engineering, vol. 28, no. 2, pp. 541-549, Feb. 2020, doi: 10.1109/TNSRE.2019.2959621.

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