Technology in Rehabilitation Flashcards

(42 cards)

1
Q

What’s driving tech adoption in Healthcare?

A

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.

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2
Q

Why add technology?

A
  • 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
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3
Q

Types of Technology in Rehab

A

Low-tech
High-tech

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4
Q

Conventional (Low Tech):

A

Assistive devices

Functional tools for ADLs

Basic measuring devices (goniometers etc.)

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5
Q

High-Tech Tools Include:

A

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.

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6
Q

How is New Tech being used?

A
  • 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

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7
Q

Artificial Intelligence (AI) =

A

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
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8
Q

Wearables & app
based interventions:

A

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
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9
Q

Mobile Apps in Rehabilitation:

A

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

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10
Q

Sensor-Based Devices:

A

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)

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11
Q

SMART home technology & Automation

A

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

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12
Q

3D printing

A
  • 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

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13
Q

3D Printing 4-step process:

A

Visualize → Scan → Isolate → Print.

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14
Q

Robotics =

A
  • 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
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15
Q

Virtual reality =

A

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

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16
Q

Telehealth =

A

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

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17
Q

Telehealth Background & History:

A

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

18
Q

Telehealth Pros =

A

Comfortable for patient

Better attendance = less cancels

Caregiver can join

Home context = more relevant therapy

19
Q

Telehealth Cons =

A

No hands-on treatment

Must stay updated on billing & licensing

Tech support required

20
Q

Preparing for your first Telehealth visit:

A

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

21
Q

Telehealth Platforms:

A

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)

22
Q

Telehealth Evaluation Process:

(Most of this is the same as an in-clinic evaluation)

A

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

23
Q

Engaging Telehealth Sessions =

A

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
24
Q

Electronic medical/health records

A

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

25
EHR can improve patient care by:
Reducing the incidence of medical error Improving the accuracy and clarity of medical records Reducing duplication of tests Reducing delays in treatment
26
Gamification in rehabilitation:
Rehab + Fun Personalized goals Builds strength/mobility Adds cognitive/social layers Boosts motivation, adherence, and flow
27
Flow Theory:
Skill-challenge balance Clear goals & feedback Total focus, time distortion, “autotelic” enjoyment
28
How is New Tech being used
motor learning brain injury MSK therapy/rehab ADLs assessment gamification enhanced & effective therapy & assessing recovery process
29
Serious Games:
Main purpose is rehab/education as a goal Can address pain, ROM, strength, adherence. Great for distal radius fractures, hand stiffness, etc. combine entertainment, attentional engagement, and problem-solving challenge function and performance
30
There is evidence to support that serious games has shown to have a positive effect in patients with:
*Pain *Lower limb amputation *Distal radius fracture *Stiffness hands *other musculoskeletal disorders
31
Gamification show to improve:
* Motivation * Adherence * Flow experience * Long term engagement with rehab exercise at home improves with remote monitoring * Rewards & increase sense of achievement
32
Flow Conditions:
* Perceived challenge-skill balance * Clear goals * Clear and immediate feedback
33
Flow Characteristics:
* Complete concentration on task * Merging of action & awareness * Sense of control * Loss of self-consciousness * Transformation of time * Autotelic experience
34
Digital Gamification =
Facilitates cost efficiency helping to manage increasing demands Home based gamified therapy can reduce cost and increase adherence Custom-made technology complies better with neuro-rehab principles
35
Accessibility of Tech in Disability =
Cost Portability Accessible for all levels of disability? Availability- knowledge of clinicians to incorporate use into treatment program Opportunity for repetition, home use? Ease of independence with chosen technology
36
Acceptance of Technology
* Previous positive experience * Motivation * Trust in the provider * Social pressure
37
Usability of Technology
* Physical factors * Cognitive and practical abilities * Psychological * Communication * Neuro-behavioral considerations
38
Choosing & Applying Tech – Clinical Reasoning:
Physical: ROM, strength, pain, coordination Cognitive: Motor planning, memory, attention, instruction-following Visual: Tracking, hemianopia, visual field loss Communication: Consent, language barriers, comprehension
39
CLINICAL APPLICATION of sensor based device?
physical = increase ROM, grip/release, proprioception awareness, NM control, endurance, reduce pain cognitive = increase visual tracking, processing speed, attention, hand-eye coordination, memory, executive function psychosocial = increase self efficacy, motivation, adherence, sense of purpose, interpersonal interaction
40
EHRs (Electronic Health Records)
Track patient history & data Reduce error, improve accuracy Help with decision-making, billing, outcomes
41
Impact on Time Management & Billing/ Reimbursement
Reduces assumptions, increases objectivity More efficient documentation Better research and education outcomes Improves decision making!! Better patient engagement Reduces non-billable time!!
42
Wrap Up – Why Tech Works
More trackable and measurable than traditional activities Remote monitoring is possible Increases adherence, gives feedback, adds fun Great for patient motivation, flow, independence