Electronic skin has shown great application potential in many fields such as healthcare monitoring and human-machine interaction due to their excellent sensing performance, mechanical properties and biocompatibility. This paper starts from the materials selection and structures design of electronic skin, and summarizes their different applications in the field of healthcare equipment, especially current development status of wearable sensors with different functions, as well as the application of electronic skin in virtual reality. The challenges of electronic skin in the field of wearable devices and healthcare, as well as our corresponding strategies, are discussed to provide a reference for further advancing the research of electronic skin.
ObjectiveTo investigate the effects of transcranial direct current stimulation (tDCS) combined with virtual reality (VR) on upper limb dysfunction of stroke patients.MethodsPatients with stroke who were hospitalized in the Department of Rehabilitation Medicine, the Third Affiliated Hospital of Sun Yat-Sen University from July 2018 to January 2020 were selected. The patients were divided into tDCS group, VR group and combined treatment group by random number table method. All three groups received conventional rehabilitation treatment. Based on this, tDCS group received 2.0 mA tDCS treatment, VR group received 20 min VR treatment, and combined treatment group received the same tDCS and VR treatment. Before and 4 weeks after treatment, the Fugl-Meyer assessment-upper limb (FMA-UL), Wolf motor function test (WMFT) and modified barthel index (MBI) were used to evaluate the upper limb motor function and activities of daily life (ADL) of the three groups.ResultsA total of 45 patients were included, 15 in each group. No adverse reactions or fall off occurred during the treatment. Before treatment, there were no significant difference in FMA-UL, WMFT-Times, WMFT functional ability scores (WMFT-FAS), and MBI between the three groups (P>0.05). After 4 weeks of treatment, the FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores of the three groups were significantly improved compared with those before treatment (P<0.05); the MBI score of the combination treatment group was significantly better than the tDCS group and VR group, and the FMA-UL was significantly better than the tDCS group, and the differences were statistically significant (P<0.05). Also, there were no significant differences in the improvement of FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores between the tDCS group and the VR group (P>0.05); the differences of FMA-UL, WMFT-Times, WMFT-FAS, and MBI scores before and after treatment in the combined treatment group, which were significantly better than those in tDCS group and VR group (P<0.05). ConclusiontDCS combined with virtual reality can significantly improve the upper limb motor function and ADL ability of stroke patients, and the effect is superior to tDCS or VR treatment solely.
Objective To investigate the effect of virtual reality (VR) sham feeding on gastrointestinal function in elderly patients with hip fracture. Methods Elderly patients with hip fracture admitted to Trauma Center, West China Hospital, Sichuan University between June and December 2024 who met the case selection criteria were selected. Patients who were willing to complete the postoperative VR operation were assigned to the experimental group (VR group), and the other patients were assigned to the control group by 1∶1 manual interval matching according to sex, age (±5 years), and body mass index (±2 kg/m2). The control group received fasting and nutrition management strategy during perioperative period of accelerated rehabilitation. In the VR group, VR sham feeding intervention was performed on the basis of the control group. The time of first postoperative exhaust and defecation, postoperative gastrointestinal symptoms, postoperative nutrition (hemoglobin, serum albumin) and inflammatory indicators (white blood cell count, erythrocyte sedimentation rate, C-reactive protein, interleukin-6), postoperative appetite and postoperative complications (bleeding, fever, delirium, aspiration, vertigo) were compared between the two groups. Results A total of 70 patients were enrolled, with 35 in each group. There were statistically significant differences (P<0.05) between the VR group and the control group in the time of postoperative first exhaust [(9.17±4.81) vs. (13.66±5.97) h], time of postoperative first defecation [(49.00±28.61) vs. (66.83±29.93) h], degree of abdominal distension 3 d after surgery (grade 0/1/2: 26/7/2 vs. 16/12/7 cases), appetite score 1 d after surgery (62.86±12.85 vs. 54.71±11.50), appetite score 3 d after surgery (76.29±9.95 vs. 62.43±8.86), albumin level 3 d after surgery [(33.18±3.41) vs. (31.40±3.07) g/L], and hospitalization days [(7.97±1.38) vs. (9.06±2.43) d], while there was no statistically significant difference in other indicators (P>0.05). Conclusions The incidence of postoperative gastrointestinal dysfunction is high in elderly patients with hip fracture. VR sham feeding can promote the early recovery of gastrointestinal function, alleviate postoperative abdominal distension, significantly improve postoperative appetite, and increase albumin level after surgery.
ObjectiveTo systematically review the efficacy of virtual reality technology on cognitive dysfunction in patients with cerebral vascular accident (CVA).MethodsEMbase, Web of Science, PubMed, The Cochrane Library, WanFang Data, VIP and CNKI databases were electronically searched to collect the randomized controlled trials (RCTs) on virtual reality technology on cognitive dysfunction in patients with CVA from inception to December 31st, 2020. Two reviewers independently screened literature, extracted data and assessed risk of bias of included studies. Meta-analysis was then performed using RevMan 5.3 software.ResultsA total of 25 RCTs involving 1 113 patients were included. The results of the meta-analysis showed that the scores of MBI (MD=9.24, 95%CI 1.91 to 16.56, P=0.01), MMSE (MD=3.02, 95%CI 1.11 to 4.93, P=0.002) and RBMT-2 (MD=2.74, 95%CI 1.97 to 3.51, P<0.000 01) in VR group were superior to the control group. However, there were no significant differences between the two groups in scores of BI, MOCA, and VCPT.ConclusionsCurrent evidence shows that virtual reality technology may have positively influence on cognitive function and participation in the daily life activities of patients with CVA. Due to the limited quality and quantity of the included studies, more high-quality studies are needed to verify the above conclusions.
Interventional radiology is an emerging discipline based on image-guided minimally invasive diagnosis and treatment. The number of interventional procedures performed is increasing year by year, resulting in a dramatic increase in the demand for interventional radiologists. Procedure training systems based on virtual reality (VR) technology simulate real interventional procedure through real-time interaction between hand manipulators and virtual environments, allowing physicians to experience real interventional procedures during training and reducing training time and costs. A growing number of medical schools are now adopting VR simulated training systems for interventional procedure training. This article reviews the relevant research progress of VR simulation interventional procedure training system in recent years and discusses the development prospects of VR technology in interventional procedure training.
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.
ObjectiveTo research the value of virtual reality (VR) technology in the preoperative planning of transtrochanteric curved varus osteotomy for avascular necrosis of the femoral head (ANFH) in adults.MethodsBetween June 2018 and November 2018, 7 patients (11 hips) with ANFH, who were treated with transtrochanteric curved varus osteotomy, were enrolled in the study. There were 4 males (7 hips) and 3 females (4 hips) with an average age of 31.9 years (range, 14-46 years). Among them, 3 patients were unilateral ANFH and 4 patients were bilateral ANFH. There was 1 patient (1 hip) of traumatic ANFH, 2 patients (4 hips) of alcohol-induced ANFH, 2 patients (3 hips) of hormonal ANFH, and 2 patients (3 hips) of idiopathic ANFH. All hips were Association Research Circulation Osseous (ARCO) stage Ⅲ. There were 5 hips for Japanese Investigation Committee (JIC) type C1 and 6 hips for type C2. There were 5 hips for China-Japan Friendship Hospital (CJFH) type L1,1 for type L2, and 5 for type L3. The disease duration ranged from 5 to 12 months (mean, 8 months). Preoperative Harris score was 53.91±7.66. The neck-shaft angle ranged from 128 to 143° (mean, 133.9°). VR technology was adopted for the preoperative planning. CT data were imported into the software to construct the morphology of necrotic area, and the transrtrochanteric varus osteotomy was simulated. The varus angle was designed according to the integrity rate of femoral head. The planned varus angle was 6 to 16° (mean, 9.7°). The transtrochanteric curved varus osteotomy was performed according to the preoperative planning, and the varus angle and loading area were confirmed under fluoroscopy. If the planned varus angle was too small, it would continue to increase under the fluoroscopy until a satisfactory varus angle. Postoperative changes of the neck-shaft angle were calculated and compared with the preoperative planned varus angle (error). The hip function was assessed by using the Harris score.ResultsAll incisions healed by first intention. All patients were followed up 6-11 months with an average of 8 months. The X-ray film at 2 days after operation showed that the neck-shaft angle was 112-135° (mean, 123.4°). The difference of the neck-shaft angle between pre- and post-operation was 6-16° (mean, 11.0°). Among them, the difference of the neck-shaft angle was consistent with planned varus angle in 5 hips, while the error of the remaining 6 hips was 1-4°. There was 1 patient (1 hip) of osteotomy nonunion at 4 months after operation, 1 patient (1 hip) of proximal femur fracture at 2 months after operation. The rest 5 patients (9 hips) obtained union at the osteotomy. At last follow-up, the Harris score was 82.18±16.35, showing significant difference when compared with preoperative score (t=–5.195, P=0.000).ConclusionVR technology is a brand-new preoperative planning method for transtrochanteric curved varus osteotomy in treating ANFH.
Post-stroke cognitive dysfunction is a common complication of stroke, and active rehabilitation therapy can effectively promote the recovery of patients. As a new treatment method, telecognitive rehabilitation is used in rehabilitation treatment of cognitive disorders. Its main technologies include computer-assisted cognitive rehabilitation, virtual reality technology, and artificial intelligence technology. It can use the Internet platform to provide homogeneous treatment, make patients more convenient for cognitive rehabilitation treatment, help to ensure the continuity of rehabilitation treatment, and save medical costs. This article describes the definition of cognitive telerehabilitation, the development and application of cognitive telerehabilitation technology, and summarizes the existing problems. The purpose is to provide a reference for the clinical application of cognitive telerehabilitation in China and future research directions.
Emotion recognition refers to the process of determining and identifying an individual's current emotional state by analyzing various signals such as voice, facial expressions, and physiological indicators etc. Using electroencephalogram (EEG) signals and virtual reality (VR) technology for emotion recognition research helps to better understand human emotional changes, enabling applications in areas such as psychological therapy, education, and training to enhance people’s quality of life. However, there is a lack of comprehensive review literature summarizing the combined researches of EEG signals and VR environments for emotion recognition. Therefore, this paper summarizes and synthesizes relevant research from the past five years. Firstly, it introduces the relevant theories of VR and EEG signal emotion recognition. Secondly, it focuses on the analysis of emotion induction, feature extraction, and classification methods in emotion recognition using EEG signals within VR environments. The article concludes by summarizing the research’s application directions and providing an outlook on future development trends, aiming to serve as a reference for researchers in related fields.
Joint attention deficit is one of the core disorders in children with autism, which seriously affects the development of multiple basic skills such as language and communication. Virtual reality scene intervention has great potential in improving joint attention skills in children with autism due to its good interactivity and immersion. This article reviewed the application of virtual reality based social and nonsocial scenarios in training joint attention skills for children with autism in recent years, summarized the problems and challenges of this intervention method, and proposed a new joint paradigm for social scenario assessment and nonsocial scenario training. Finally, it looked forward to the future development and application prospects of virtual reality technology in joint attention skill training for children with autism.