Division of Pediatric Neurology, Indiana University School of Medicine, Indianapolis, IN, USA.
Arch Phys Med Rehabil. 2010 Jan;91(1):1-8.e1. doi: 10.1016/j.apmr.2009.08.153.
Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy.
To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation.
A 3-month proof-of-concept pilot study.
Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital.
Adolescents (N=3) with severe hemiplegic cerebral palsy.
Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand.
Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task.
All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and cerebellum).
Use of remotely monitored virtual reality videogame telerehabilitation appears to produce improved hand function and forearm bone health (as measured by DXA and pQCT) in adolescents with chronic disability who practice regularly. Improved hand function appears to be reflected in functional brain changes.
Golomb MR、McDonald BC、Warden SJ、Yonkman J、Saykin AJ、Shirley B、Huber M、Rabin B、AbdelBaky M、Nwosu ME、Barkat-Masih M、Burdea GC。青少年偏瘫脑瘫患者家庭远程监控虚拟现实视频游戏康复治疗:一项概念验证性 pilot 研究。目的:探讨青少年偏瘫脑瘫患者家庭远程监控虚拟现实视频游戏康复治疗能否改善手功能和前臂骨健康,并证明运动回路激活的改变。设计:为期 3 个月的概念验证性 pilot 研究。设置:虚拟现实视频游戏康复系统安装在 3 名参与者的家中,并通过安全的互联网连接到合作的工程学院和儿童医院联网。参与者:患有严重偏瘫脑瘫的青少年(N=3)。干预:参与者被要求每天使用传感器手套锻炼偏瘫手 30 分钟,每周 5 天,传感器手套贴合偏瘫手,并连接到安装在其家中的远程监控视频游戏控制台。游戏是专门开发的,专注于手指运动,并包括手部屏幕化身。主要结果测量:标准化职业治疗评估、基于传感器手套读数的远程手指活动范围(ROM)评估、双能 X 射线吸收法(DXA)和外周定量计算机断层扫描(pQCT)评估偏瘫前臂骨健康、手部握力任务的功能磁共振成像(fMRI)。结果:所有 3 名青少年在职业治疗测试中都表现出偏瘫手功能的改善,包括提高了提起物体的能力和远程测量的手指 ROM 改善。2 名最遵守治疗计划的青少年在偏瘫手臂的桡骨骨矿物质含量和面积方面有改善。对于所有 3 名青少年,握力任务的 fMRI 对比偏瘫手和非偏瘫手,治疗后大脑运动回路(例如,初级运动皮层和小脑)的激活空间范围相对于基线有所扩大。结论:在经常练习的慢性残疾青少年中,使用远程监控虚拟现实视频游戏远程康复治疗似乎可以提高手功能和前臂骨健康(通过 DXA 和 pQCT 测量)。手部功能的改善反映在功能大脑变化中。