Huber Meghan, Rabin Bryan, Docan Ciprian, Burdea Grigore C, AbdelBaky Moustafa, Golomb Meredith R
Department of Biomedical Engineering, Rutgers University, Piscataway, NJ 08854, USA.
IEEE Trans Inf Technol Biomed. 2010 Mar;14(2):526-34. doi: 10.1109/TITB.2009.2038995. Epub 2010 Jan 12.
The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
游戏技术、互联网和康复科学的融合构成了第二代虚拟康复框架。本文介绍了第一项试点研究,旨在探讨在家中使用经改编的游戏技术来解决因围产期中风或脑室内出血导致偏瘫的青少年手部损伤问题的可行性。三名参与者每周几天、每天在家训练约30分钟,持续六至十个月。在治疗过程中,他们佩戴第五维度技术的超感测手套,并在改装后的PlayStation 3上玩定制开发的Java 3D游戏。这些游戏旨在适应参与者有限的运动范围,并提高手指运动范围和速度。试验在印第安纳州进行,而监测/数据存储在罗格斯远程康复研究所(新泽西州)进行。手指运动范围的显著改善(通过感测手套测量)与自我和家庭报告的日常生活活动改善相关。在在线主观评估中,参与者表示他们喜欢该系统的易用性、说明的清晰度和适当的锻炼时长。将其他远程康复研究与本研究及其技术挑战进行了比较。还包括了未来研究的方向。