Chinese Journal of Rehabilitation Theory and Practice ›› 2024, Vol. 30 ›› Issue (9): 1026-1033.doi: 10.3969/j.issn.1006-9771.2024.09.005
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YANG Wenrui1, CUI Sidong1(), ZENG Li2
Received:
2024-09-03
Published:
2024-09-25
Online:
2024-10-15
Contact:
CUI Sidong, E-mail: csd13888185727@hotmail.comCLC Number:
YANG Wenrui, CUI Sidong, ZENG Li. Effect of virtual and augmented reality on cognition, emotion and adaptive behavior in children and adolescents with autism spectrum disorder: a systematic review[J]. Chinese Journal of Rehabilitation Theory and Practice, 2024, 30(9): 1026-1033.
Table 1
PICO framework of the systematic review"
人群(Population) | 干预(Intervention) | 比较(Comparison) | 结局(Outcome) | |
---|---|---|---|---|
结局指标 | ICF编码 | |||
孤独症谱系障碍(6A02) 年龄2~18岁 | 干预类型 VR认知训练 VR认知社交训练 VR情绪识别训练 VR放松训练 VR运动 AR认知社交训练 AR认知训练 干预场所 康复中心 家庭 医院 实验室 干预 干预方法 活动频率 持续时间 | 与对照组比较 训练前后比较 | 认知功能 整体认知功能 执行功能 空间定位能力 注意能力 任务专注能力 情感功能 情绪控制 情绪识别能力 情绪调节能力 特异恐惧 情绪与情景匹配能力 情绪表现 情感表达能力 情感互惠 记忆能力 基本人际交往 语言沟通能力 基本社交能力 社会互动能力 适应性行为 社会交往行为 刻板重复行为 | b1精神功能 b114记忆力 b122 整体心理社会功能 b140注意力 b147 心理运动功能 b152情感功能 b164高水平认知功能 d2 一般任务和要求 d230 完成日常任务 d2304 适应日常任务的变化 d310口头交流 d4活动 d5 自理 d7 人际交往和联系 d710基本人际交往 d8 主要生活领域 |
Table 2
PEDro scores of included literatures"
纳入文献 | 资格标准 | 随机分配 | 分配隐藏 | 基线相似 | 被试施盲 | 治疗师施盲 | 评估者施盲 | 被试流失率≤ 15% | 意向性分析 | 组间统计比较 | 变异性测量 | 总分 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
IP等[ | √ | √ | √ | √ | √ | √ | 5 | |||||
IP等[ | √ | √ | √ | √ | √ | √ | √ | 6 | ||||
Frolli等[ | √ | √ | √ | √ | √ | √ | √ | 6 | ||||
Herrero等[ | √ | √ | √ | √ | √ | √ | √ | 6 | ||||
Bonab等[ | √ | √ | √ | √ | √ | √ | √ | 6 | ||||
Gattullo等[ | √ | √ | √ | √ | √ | √ | √ | √ | 7 | |||
Lorenzo等[ | √ | √ | √ | √ | √ | √ | √ | 6 | ||||
Maskey等[ | √ | √ | √ | √ | √ | √ | √ | √ | 7 | |||
Lorenzo等[ | √ | √ | √ | √ | √ | √ | √ | 6 |
Table 3
Basic characteristics of included literatures"
纳入文献 | 国家/ 地区 | 样本 特征 | 干预 场所 | 干预类型 | 干预方法 | 干预内容 | 干预方案 | 比较 | 测试 工具 | 结局 |
---|---|---|---|---|---|---|---|---|---|---|
IP等[ | 中国 | 平均年龄9岁 n = 72 | 实验室 | VR认知社交训练 | 基于CAVE式VR四面屏幕实现的沉浸环境认知与社交训练 | 儿童按照情景完成按闹钟、洗漱、穿衣、吃早餐、坐电梯、上体育课、共享座位、与人交流、处理被插队等任务 | 每次40 min,每周2次,共14周 | 与对照组比较 训练前后比较 | 面孔测试 注视测试 PEP-3 ABAS-II | PEP-3中情感表达与社会互动分量表分提高 面孔测试、注视测试、ABAS-II分改善不显著 |
IP等[ | 中国 | 年龄6~12岁 n = 107 | 学校 | VR认知社交训练 | 儿童佩戴VR头盔参与虚拟环境的认知社交训练 | 四季场景中与虚拟角色互动、家庭中问好、遵循老师指示、在图书馆保持安静、体育课上处理冲突、处理插队等 | 每次60 min,每周2次,共15周 | 与对照组比较 训练前后比较 | PEP-3 | PEP-3情感表达与社会互动分量表分提高 |
Frolli等[ | 意大利 | 年龄9~10岁 n = 60 | 实验室 | VR情绪识别训练 | 基于VR 3D投影的情绪与情景识别训练 | 观看投影展示基本情绪(快乐、悲伤、愤怒等)和次级情绪(骄傲、羞愧、内疚等)以及情绪出现的具体情景 对照组通过照片形式展示 | 每周3次,共3个月 | 与对照组比较 | 识别正确率及完成的时间 | 完成识别次级情绪、基本情绪与情景匹配、次级情绪与情景匹配三项任务用时更短 |
Herrero等[ | 西班牙 | 年龄8~15岁 n = 14 | 未提及 | VR认知社交训练 | 儿童佩戴VR头盔参与虚拟环境的认知社交训练 | 在教室与老师和同学交流互动,在花园中处理冲突 | 每次20 min,共10次 | 与对照组比较 | 问卷测量 | 社会和情感互惠、非言语沟通、社交灵活性、刻板行为和感官反应维度分提高 |
Bonab等[ | 伊朗 | 年龄7~10岁 n = 40 | 实验室 | VR运动 | 采用Xbox 360 Kinect进行运动游戏 | 棒球、篮球、保龄球、足球 | 每次30 min,每周2次,共8周 | 对照组比较 | WCST FTT ERC | WCST固执性错误减少 FTT面对干扰信息时的反应时和正确率上升 ERC-ER分量表分提高;ERC-LN分量表分降低 |
Gattullo等[ | 意大利 | 年龄4~8岁 n = 8 | 康复中心 | AR认知训练 | AR实现的3D乐高积木认知游戏 | 观看乐高3D模型,并根据AR应用引导尝试复制形状 | 每周2次,共3周 | 与传统乐高组比较 | 完成任务的总时间与错误率 完成任务时的专注行为 | 完成组装任务时间缩短,错误减少 完成任务时分心、注意力不集中情况减少 |
Lorenzo[ | 西班牙 | 年龄2~6岁 n = 11 | 康复中心 | AR认知社交训练 | 在AR展示的社交与认知情景中完成指定任务 | 玩家进球时与治疗师击掌、触摸不同的AR物体、与虚拟奶牛互动、踢球进球 | 每次15 min,每周2次,共20周 | 与对照组比较 | 自闭症谱系量表 | 无显著性差异 |
Maskey等[ | 英国 | 年龄8~14岁 n = 32 | 康复中心 | VR放松训练 | 在VR紧张恐惧情景下进行的放松和呼吸训练 | 根据儿童恐惧对象和程度进行个性化设置,如对狗恐惧的儿童将会在有狗出现的场景中进行放松和呼吸练习 | 每次40 min,每周1次,共4周 | 与对照组比较 | 目标行为评级 SCAS-C FSSC-R | 现实生活中针对特定恐惧的行为改善,解决目标情况的信心增加 SCAS-C和FSSC-R分无显著性差异 |
Lorenzo[ | 西班牙 | 年龄7~12岁 n = 40 | 未提及 | VR情绪识别训练 | 基于半CAVE式VR屏幕实现的社交情景下情感识别训练 | 生日派对、公园、教室等情境下与虚拟化身进行互动,完成情感识别任务及练习情感反应 | 每次35 min,每月4次,共4个月 | 与对照组比较 | 通过在任务中的表现评分 计算机记录儿童表情评分 辅导教师访谈评分 | 完成情景任务中的情感响应次数、行为表现、行为准则遵守提高 不适当表情出现次数减少 日常情绪表现能力提高 |
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