Technology in Rehabilitation Flashcards
(42 cards)
What’s driving tech adoption in Healthcare?
Societal: Aging population, high healthcare costs, busier lifestyles, more empowered patients, rise of telemedicine.
Clinical: Evidence-based practices, clinician shortages, evolving education.
Tech: Rapid innovation, lower costs, easier access.
Why add technology?
- OT- a means to improve a client’s participation in meaningful, goal-oriented occupations
- PT- goal to help patients improve movement and physical function for everyday living
Types of Technology in Rehab
Low-tech
High-tech
Conventional (Low Tech):
Assistive devices
Functional tools for ADLs
Basic measuring devices (goniometers etc.)
High-Tech Tools Include:
Functional Electrical Stimulation (FES)
Robotics: Exoskeletons, end-effectors for movement/posture support.
Brain Stimulation
Health Apps: For tracking, exercise, education.
Motion Analysis
Sensor Devices: Wearables, gyroscopes, accelerometers.
Virtual Reality (VR): Realistic 3D simulations for engagement.
Telehealth: Remote service delivery.
AI: For learning, reasoning, natural language, robotics.
How is New Tech being used?
- Motor Learning
- Brain injury
- Musculoskeletal Therapy/Rehab
- Assessments
- Daily activities and function
Being used for enhanced and effective therapy and assessing the recovery
process
Used for Gamification of rehabilitation activities
Artificial Intelligence (AI) =
Involves a computer program’s ability to perform reasoning, learning, sensory interaction, and adaptation tasks that are most frequently attributed to human intelligence
- Machine learning
- Natural language processing
- Robotics
- Support client engagement and compliance
Wearables & app
based interventions:
Smartwatches, sensors, and apps measure ROM, track steps, motivate exercise.
Examples: Games to promote ROM (Wii, Kinect), anatomy/pain/wound care apps.
Apps improve HEP compliance and make therapy feel more engaging.
- Games that encourage ROM & movement
- Apps that track steps, exercise
- Commercial (non-healthcare) sensory based wearables Xbox Kinect, Wii
Mobile Apps in Rehabilitation:
Games to incorporate into treatment and
HEP:
* Improve patient compliance with home
program
* As a purposeful activity
* Keep people engaged in a task
Patient and practitioner resources for:
* Anatomy
* Pain
* Joint protection
* Wound care
* Edema management
Sensor-Based Devices:
Sensors embedded into objects - Pressure
sensors, gyroscopes, accelerometers e.g. watch, handheld device
When moved the sensor generates data which translates to a game to enable gameplay
Pt generated data for quick, replicable
assessments
Supports clinical reasoning
Capture data for progression, monitoring and outcome measurement
Reliability and validity (Wii vs rehab device)
SMART home technology & Automation
Automation of processes and tasks such as
management of lighting, groceries, appliances, etc
* Can increase independence
* May involve remote monitoring by caregivers
* Need to be aware of privacy issues with storage of
personal information
3D printing
- Create customized health supplies, supports, assistive devices
- Can be very cost-effective
Step one of the 3D printing process involves visualizing the model, choosing the
appropriate materials, and deciding on a suitable type of 3D printer
Step two of the 3D printing process is to capture accurate images of the desired
model
Step three of the 3D printing process is to digitally isolate the anatomy that is to be
printed from the entire image set
Step Four in the 3D printing process is to clean and prepare the final model for
printing
3D Printing 4-step process:
Visualize → Scan → Isolate → Print.
Robotics =
- Powered devices which have a mechanical
influence on posture and movement - Exoskeletons and end effectors
- Often clinic based
- Offers opportunities for those with severe
impairments or to engage in activities
otherwise impossible
Virtual reality =
Provides a simulated environment where clients can use specialized equipment to interact with 3D images in a
“realistic” manner
Can increase client engagement, follow through and acquisition of new skills
Telehealth =
AOTA: The application of evaluative, consultative, preventative and therapeutic
services delivered through information and communication technology
APTA: The use of electronic communications to provide and deliver a host of
health-related information and health care services, including PT-related
information and services, over large and small distances
Remote rehab delivery using secure communication tools
Telehealth Background & History:
not new but COVID accelerated adoption
Valid assessments possible via video (pain, ROM, strength)
Consumer satisfaction with telehealth has improved with higher quality of videoconference technology
Telehealth Pros =
Comfortable for patient
Better attendance = less cancels
Caregiver can join
Home context = more relevant therapy
Telehealth Cons =
No hands-on treatment
Must stay updated on billing & licensing
Tech support required
Preparing for your first Telehealth visit:
Educate yourself on the telehealth
platform you are using (practice logging in)
Observe a telehealth session with your
supervisor/peer
Educate yourself with literature available
about evidence-based practice in telehealth
rehabilitation
Telehealth Platforms:
HIPAA Compliant:
- Bluejay = appointment is scheduled in Bluejay, patient receives link directly
- Zoom = appointment set up for Zoom, need to email link to patient
- Teams = appointment set up for Teams, need to email link to patient
Some patients may need easier to use platform:
- FaceTime, WhatsApp (some are still covered by Medicare but rules change - be aware)
Telehealth Evaluation Process:
(Most of this is the same as an in-clinic evaluation)
Subjective/History: Ask about function, pain, activities avoided.
ROM:
- Use screenshots + goniometer apps.
- Compare sides; track over time.
Strength:
- Functional tasks (e.g. lifting household objects)
- Against gravity already = 3/5
Functional Assessment:
- Observe tasks: squatting, tiptoes, sit↔stand, object manipulation
- Look for compensation, posture, coordination
Engaging Telehealth Sessions =
Keep sessions creative and engaging!
What are their goals?
Keep checking every 2-3 sessions about their goals and functional limitations
Patient education!! = Help the patient understand why they’re seeing you, how telehealth can be just as effective as an in-person visit, improve compliance
- Ergonomic assessment of workspace
- Negotiating around the household
- Functional movement screen
- Outdoor activities
- Return to sport activities
Electronic medical/health records
electronic version of a patient’s medical history, that is maintained by the provider over time
key administrative clinical data
ability to support other care-related activities directly or indirectly through various
interfaces