文章摘要
李孝熠 ,李天伦 ,李哲.虚拟现实技术应用于脑卒中康复领域近十年研究的可视化分析[J].神经损伤功能重建,2022,17(7):373-377
虚拟现实技术应用于脑卒中康复领域近十年研究的可视化分析
Virtual Reality Technology for Stroke in Recent Ten Years: A Bibliometric Analysis
  
DOI:
中文关键词: 脑卒中  虚拟现实技术  CiteSpace  可视化分析
英文关键词: stroke  virtual reality  CiteSpace  visual analysis
基金项目:省部共建重点项目 (No. BGJ2020020 92)
作者单位
李孝熠1 ,李天伦2 ,李哲1 1. 郑州大学第五附 属医院康复医学科 2. 安徽医科大学解 放军三〇六临床学 院心血管内科 
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中文摘要:
      目的:揭示2011~2020年虚拟现实技术(VR)应用于脑卒中康复领域的研究状况及发展动态。方法: 以Web of Science(WOS)核心合集数据库为数据来源,通过CiteSpace对VR应用于脑卒中领域的相关文献 进行分析,采用引文分析方法以及信息可视化技术,对国家、机构、学科、关键词、突现词等研究要素绘制可 视化图谱。结果:共检索到1 967篇文献,年度发文量总体呈持续上升态势。可视化图谱显示,美国、加拿 大、意大利和中国是该研究领域的高产出国家。全球机构中,加拿大麦吉尔大学发文量最多,其次是美国犹 太医院和瑞士联储技术研究所。VR在脑卒中康复中的应用涉及众多学科领域,尤其与工程学、神经科学、 计算机科学、康复学及机器人科学等密切相关。在早期,该领域的热点关键词主要集中在手臂、环境、功能 性磁共振成像、棱镜适应训练、康复机器人、生物反馈,随后逐步转向上肢康复、触觉反馈、神经康复、疼痛、 姿势平衡、任天堂Wii健身。结论:VR技术在脑卒中康复中的应用前景广阔。
英文摘要:
      To analyze the relevant literature on application of virtual reality technology in the field of stroke from 2011 to 2020, construct a knowledge graph, and reveal the research status of virtual reality technology in stroke-related fields and capture its development trends. Methods: Taking the Web of Science (WOS) core collection database as data source, the literature on the application of virtual reality technology in the field of stroke was analyzed by CiteSpace, and citation analysis and information visualization technology were used to draw a visual map of countries, institutions, disciplines, keywords, prominent words, and other research elements. Results: A total of 1 967 articles were retrieved, and the annual volume of articles increased continuously. The visualization map shows that the United States, Canada, Italy, and China are high-output countries in this field. Among the global institutions, McGill University in Canada has the largest number of papers, followed by the Jewish Rehabilitation Hospital in the United States and the Swiss Federal Reserve Institute of Technology. The application of virtual reality technology in stroke rehabilitation involves many disciplines, such as engineering, neuroscience, computer science, rehabilitation, robotics, and more. In the early days, the hot keywords in this field mainly focused on arm, environment, functional magnetic resonance imaging, prism adaptation training, robot, and biofeedback. The focus gradually turn to upper limb rehabilitation, haptic feedback, neurological rehabilitation, pain, postural balance, and Wii fit (game name). More authentic and diverse forms of training and the combination with intelligent Internet may become the focus of future research. Conclusion: There is broad potential in the application of virtual reality technology in stroke rehabilitation.
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