Suppr超能文献

肌电图控制视频游戏作为中风康复慢性期患者家庭康复计划的初步研究。

Preliminary investigation of an electromyography-controlled video game as a home program for persons in the chronic phase of stroke recovery.

机构信息

Department of Rehabilitation Medicine, School of Medicine, University of Washington, Seattle, WA.

Department of Rehabilitation Medicine, School of Medicine, University of Washington, Seattle, WA.

出版信息

Arch Phys Med Rehabil. 2014 Aug;95(8):1461-9. doi: 10.1016/j.apmr.2014.02.025. Epub 2014 Mar 19.

Abstract

OBJECTIVE

To investigate the preliminary effectiveness of surface electromyography (sEMG) biofeedback delivered via interaction with a commercial computer game to improve motor control in chronic stroke survivors.

DESIGN

Single-blinded, 1-group, repeated-measures design: A1, A2, B, A3 (A, assessment; B, intervention).

SETTING

Laboratory and participants' homes.

PARTICIPANTS

A convenience sample of persons (N=9) between 40 and 75 years of age with moderate to severe upper extremity motor impairment and at least 6 months poststroke completed the study.

INTERVENTION

The electromyography-controlled video game system targeted the wrist muscle activation with the goal of increasing selective muscle activation. Participants received several laboratory training sessions with the system and then were instructed to use the system at home for 45 minutes, 5 times per week for the following 4 weeks.

MAIN OUTCOME MEASURES

Primary outcome measures included duration of system use, sEMG during home play, and pre/post sEMG measures during active wrist motion. Secondary outcomes included kinematic analysis of movement and functional outcomes, including the Wolf Motor Function Test and the Chedoke Arm and Hand Activity Inventory-9.

RESULTS

One third of participants completed or exceeded the recommended amount of system use. Statistically significant changes were observed on both game play and pre/post sEMG outcomes. Limited carryover, however, was observed on kinematic or functional outcomes.

CONCLUSIONS

This preliminary investigation indicates that use of the electromyography-controlled video game impacts muscle activation. Limited changes in kinematic and activity level outcomes, however, suggest that the intervention may benefit from the inclusion of a functional activity component.

摘要

目的

研究通过与商业电脑游戏互动提供表面肌电图(sEMG)生物反馈对改善慢性中风幸存者运动控制的初步效果。

设计

单盲,1 组,重复测量设计:A1、A2、B、A3(A,评估;B,干预)。

设置

实验室和参与者的家庭。

参与者

9 名年龄在 40 至 75 岁之间的中度至重度上肢运动障碍且中风后至少 6 个月的便利样本参与者完成了研究。

干预措施

肌电图控制视频游戏系统针对腕部肌肉激活,目标是增加选择性肌肉激活。参与者在实验室接受了几次系统培训课程,然后被指示在接下来的 4 周内每周在家使用系统 5 次,每次 45 分钟。

主要结果测量

主要结果包括系统使用时间、家庭游戏中的肌电图以及主动腕动时的前后肌电图测量。次要结果包括运动的运动学分析和功能结果,包括 Wolf 运动功能测试和 Chedoke 手臂和手部活动清单-9。

结果

三分之一的参与者完成或超过了推荐的系统使用量。在游戏和前后肌电图结果方面均观察到统计学上的显著变化。然而,运动学或功能结果的效果有限。

结论

这项初步研究表明,使用肌电图控制的视频游戏会影响肌肉激活。然而,运动学和活动水平结果的变化有限,这表明干预措施可能受益于纳入功能性活动成分。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ae3d/4337946/2a97b7b7bc8d/nihms592828f1.jpg

相似文献

引用本文的文献

本文引用的文献

2
Spasticity: pathophysiology, evaluation and management.痉挛:病理生理学、评估与管理
Pract Neurol. 2012 Oct;12(5):289-98. doi: 10.1136/practneurol-2011-000155.

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验