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Japanese

Title ゲームがつくる患者の未来 - リハビリにおけるVRゲーム技術の応用 -
Subtitle 第16回日本医学シミュレーション学会学術集会 教育講演
Authors 原正彦*1,2
Authors (kana)
Organization *1島根大学地域包括ケア教育研究センター, *2株式会社mediVR
Journal 日本臨床麻酔学会誌
Volume 42
Number 1
Page 106-110
Year/Month 2022 /
Article 報告
Publisher 日本臨床麻酔学会
Abstract [要旨] 近年, 高齢化に伴う医療需要の増加に, 医療を支える若い世代の人口減少も相まって医療従事者の負担が激増しており, デジタル技術による医療の効率化が喫緊の課題となっている. われわれは治療効率向上の観点から大阪大学における産学連携活動を通して仮想現実(virtual reality: VR)技術を応用したリハビリテーション用医療機器「mediVRカグラ」を開発した. 本機器は運動失調や, 歩行・上肢・認知機能障害, および疼痛の治療に応用が進んでおり, 業務の効率化に加えて, その高い治療効果に期待が集まっている. 本稿ではゲーム分野におけるさまざまな知見が, 医療機器にどう応用され臨床効果につながっているのかについて概説したい.
Practice 臨床医学:外科系
Keywords アフォーダンス, 仮想現実 (VR), 脳皮質の再編成, 非言語コミュニケーション, mediVRカグラ, Affordance, Cortical reorganization, Virtual reality, Non-verbal communication, mediVR

English

Title The Future of Patient Care Created by Application of Virtual Reality and Gaming Technology in Rehabilitation Medicine
Subtitle
Authors Masahiko HARA*1,2
Authors (kana)
Organization *1Center for Community-based Healthcare Research and Education, Shimane University Faculty of Medicine, *2Department of Medical Device Development, mediVR, Inc.
Journal The Journal of Japan Society for Clinical Anesthesia
Volume 42
Number 1
Page 106-110
Year/Month 2022 /
Article Report
Publisher The Japan Society for Clinical Anesthesia
Abstract An aging population and declining birth rate have resulted in a significant increase in demand for healthcare and put additional burdens on healthcare professionals. Therefore, providing efficient healthcare through digital technology has become a priority. With the aim of improving treatment ef-ficacy, we have developed the medical device, mediVR KAGURA, for rehabilitation by means of virtual reality (VR) technology through industry-academia collaboration activities at Osaka University. This device is being utilized to manage ataxia, walking and upper limb disabilities, cognitive dysfunction, and chronic pain. The safety of the training, which is performed in the sitting position, and its high therapeutic efficacy are appealing features to physicians. These effects can be explained centrally by functional integration or what is also known as cortical reorganization in the brain. This section reviews how gamification concepts are reflected in therapeutic effects, focusing on the following three concepts: (1) non-verbal communication; (2) affordance to induce awareness and behavioral changes and (3) reinforcing successful experiences by stimulating rewards and emotions during rehabilitation. Although the use of VR technology in rehabilitation medicine has produced disappointing results in recent decades, we believe that mediVR KAGURA will open up new avenues and help more patients worldwide.
Practice Clinical surgery
Keywords Affordance, Cortical reorganization, Virtual reality, Non-verbal communication, mediVR
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参考文献

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