Tele-Rehabilitation Institute, Rutgers University, Piscataway, NJ 08854, USA.
IEEE Trans Neural Syst Rehabil Eng. 2013 Mar;21(2):165-73. doi: 10.1109/TNSRE.2012.2206055. Epub 2012 Jul 3.
The objective of this study was to investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). The design was a case study, 12 weeks intervention, with no follow-up. The setting was a university research laboratory. The participants were a referred sample of three children with cerebral palsy, age 7-12, all male. All completed the intervention. Participants trained on the Rutgers Ankle CP system for 36 rehabilitation sessions (12 weeks, three times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM), and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.
本研究旨在探讨基于游戏的机器人踝关节训练在脑瘫儿童中的可行性。设计为案例研究,干预时间为 12 周,无随访。地点为大学研究实验室。参与者为 3 名年龄在 7-12 岁的脑瘫男性儿童。所有参与者均完成了干预。参与者在 Rutgers Ankle CP 系统上接受了 36 次康复训练(12 周,每周 3 次),玩了两个定制的虚拟现实游戏。参与者坐在座位上玩游戏,一次训练一只脚踝,以增强力量、运动控制和协调能力。主要研究结果测量指标为损伤(DF/PF 扭矩、DF 初始接触角和步态速度)、功能(GMFM)和生活质量(PedsQL)。次要结果与游戏表现相关(反映踝关节运动控制和耐力的游戏得分)。踝关节运动学、速度和耐力的步态功能有了显著改善。整体功能(GMFM)表明,与其他踝关节力量训练计划相比,有改善。生活质量的提高超出了最小临床重要差异的预期。在干预过程中,两款游戏的游戏表现都有所提高。这项可行性研究支持了基于游戏的机器人踝关节训练有益于脑瘫儿童步态的假设。游戏技术适合该年龄段,且深受参与者欢迎。然而,还需要进行更多的研究,以量化受益程度,并将这里提出的方法与传统治疗方法进行比较。