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期刊目录

2022 年5 期 第30 卷

专题研究 查看全文 PDF下载

基于增强现实技术的体感互动游戏在慢性心力衰竭患者康复训练中的应用效果研究

Application Effect of Somatosensory Interactive Game Based on Augmented Reality Technology in RehabilitationTraining of Patients with Chronic Heart Failure

作者:刘丽华,王芳,张燕华,刘旭东

单位:
030027山西省太原市,山西省心血管病医院手术室 通信作者:刘丽华,E-mail:2540247347@qq.com
单位(英文):
Operating Room, Shanxi Provincial Cardiovascular Diseases Hospital, Taiyuan 030027, China Corresponding author: LIU Lihua, E-mail: 2540247347@qq.com
关键词:
心力衰竭; 增强现实; 体感互动游戏; 运动疗法; 康复训练;
关键词(英文):
Heart failure; Augmented reality; Somatosensory interactive game; Exercise therapy; Rehabilitation exercise
中图分类号:
DOI:
10.12114/j.issn.1008-5971.2022.00.118
基金项目:
山西省心血管病医院科研激励计划项目(XYS20190302)

摘要:

目的 探讨基于增强现实(AR)技术的体感互动游戏在慢性心力衰竭(CHF)患者康复训练中的应用效果。方法 选取2019年2月至2021年5月山西省心血管病医院收治的CHF患者112例为研究对象。采用抛硬币方式将患者分为观察组(接受基于AR技术的体感互动游戏干预+常规康复训练,56例)和对照组(接受常规康复训练,56例),两组患者共干预4周。比较两组患者干预前后心功能指标[左心室射血分数(LVEF)、心脏指数(CI)、左心室舒张末期内径(LVEDD)及血清心型脂肪酸结合蛋白(H-FABP)、N末端脑钠肽前体(NT-proBNP)]、运动功能指标[6 min步行距离(6MWD)、最长运动时间(Tmax)]、一般自我效能感量表(GSES)评分、明尼苏达心力衰竭生活质量问卷(MLHFQ)评分。结果 干预后,两组患者LVEF、CI分别高于本组干预前,LVEDD及血清H-FABP、NT-proBNP分别低于本组干预前,且观察组患者LVEF、CI高于对照组,LVEDD及血清H-FABP、NT-proBNP低于对照组(P<0.05)。干预后,两组患者6MWD、Tmax分别长于本组干预前,且观察组长于对照组(P<0.05)。干预后,两组患者GSES评分分别高于本组干预前、MLHFQ评分分别低于本组干预前,且观察组患者GSES评分高于对照组、MLHFQ评分低于对照组(P<0.05)。结论 与常规康复训练相比,基于AR技术的体感互动游戏可更好地改善CHF患者的心功能、运动功能、自我效能及生活质量。

英文摘要:

【Abstract】 Objective To explore the application effect of somatosensory interactive game based on augmentedreality (AR) technology in rehabilitation training of patients with chronic heart failure (CHF) . Methods A total of 112 CHFpatients admitted to Shanxi Provincial Cardiovascular Diseases Hospital from February 2019 to May 2021 were selected anddivided into the observation group (received somatosensory interactive game based on AR technology intervention+routinerehabilitation training, n=56) and the control group (received routine rehabilitation training, n=56) by coin flipping. The cardiacfunction indexes [left ventricular ejection fraction (LVEF) , cardiac index (CI) , left ventricular end diastolic diameter (LVEDD)and serum heart-type fatty acid-binding protein (H-FABP) and N-terminal pro-brain natriuretic peptide (NT-proBNP) ] ,motor function indexes [6-min walking distance (6MWD) , longest exercise time (Tmax) ] , General Self-Efficacy Scale (GSES)score, and Minnesota Living with Heart Failure Questionnaire (MLHFQ) score were compared between the two groups beforeand after the intervention. Results After the intervention, the LVEF and CI of the two groups were higher than those before theintervention, the LVEDD and serum H-FABP and NT-proBNP were lower than those before the intervention, respectively, andthe LVEF and CI of the observation group were higher than those of the control group, the LVEDD and serum H-FABP and NTproBNP were lower than those of the control group (P < 0.05) . After the intervention, the 6MWD and Tmax of the two groupswere longer than those before the intervention, respectively, and the observation group was longer than the control group (P < 0.05) .After the intervention, the GSES score of the two groups was higher than that before the intervention, the MLHFQ score was lowerthan that before the intervention, respectively, and the GSES score of the observation group was higher than that of the control group,the MLHFQ score was lower than that of the control group (P < 0.05) .Conclusion Compared with routine rehabilitation training,somatosensory interactive games based on AR technology can better improve the cardiac function, motor function, self-efficacy andquality of life of CHF patients.

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