Disability and rehabilitation · 2025
The use of digital avatars to improve virtual rehabilitation health outcomes amongst adults with health conditions: a scoping review.
СтатьяScoping ReviewНазвание и аннотация: Перевод в очереди
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Pourghasem Fateme, Colella Tracey J F, Gopaul Urvashy, Anderson Melanie, Ashraf Ahmed, Khan Shehroz S
Аннотация
PURPOSE: Virtual rehabilitation (VRehab) offers alternatives to traditional therapy, overcoming barriers like distance, cost, and clinician access. This scoping review examines how digital avatars are used in adult rehabilitation and their impact on health outcomes.
MATERIALS AND METHODS: We systematically searched Medline, Embase, CINAHL, Web of Science, Engineering Village, IEEE Xplore, and ACM Digital Library. After screening 3,877 unique titles and abstracts and 190 full-text studies, 45 studies were included. Data were charted on study characteristics, health outcomes, avatar features, ethics, AI, and co-design.
RESULTS: Avatars were most used in stroke (48.8%) and amputee rehabilitation (15.5%), primarily for motor function, gait, and pain. Most employed humanoid avatars on screens or mobile devices, providing real-time feedback. Many reported improved function, adherence, or engagement, though few used advanced AI, privacy measures, or co-design. Standardized assessments were rarely applied.
CONCLUSIONS: Avatar-based rehabilitation shows promise to enhance health outcomes and engagement. Further work should explore long-term effects, ethics, privacy, AI-driven personalization, and integration with health systems.
MATERIALS AND METHODS: We systematically searched Medline, Embase, CINAHL, Web of Science, Engineering Village, IEEE Xplore, and ACM Digital Library. After screening 3,877 unique titles and abstracts and 190 full-text studies, 45 studies were included. Data were charted on study characteristics, health outcomes, avatar features, ethics, AI, and co-design.
RESULTS: Avatars were most used in stroke (48.8%) and amputee rehabilitation (15.5%), primarily for motor function, gait, and pain. Most employed humanoid avatars on screens or mobile devices, providing real-time feedback. Many reported improved function, adherence, or engagement, though few used advanced AI, privacy measures, or co-design. Standardized assessments were rarely applied.
CONCLUSIONS: Avatar-based rehabilitation shows promise to enhance health outcomes and engagement. Further work should explore long-term effects, ethics, privacy, AI-driven personalization, and integration with health systems.