Burdea Grigore, Polistico Kevin, Krishnamoorthy Amalan, House Gregory, Rethage Dario, Hundal Jasdeep, Damiani Frank, Pollack Simcha
Bright Cloud International Corp , Highland Park, NJ , USA .
Disabil Rehabil Assist Technol. 2015;10(5):421-32. doi: 10.3109/17483107.2014.900575. Epub 2014 Mar 29.
To describe the development of BrightBrainer™ integrative cognitive rehabilitation system and determine clinical feasibility with nursing home-bound dementia patients.
BrightBrainer cognitive rehabilitation simulations were first played uni-manually, then bimanually. Participants sat in front of a laptop and interacted through a game controller that measured hand movements in 3D, as well as flexion of both index fingers. Interactive serious games were designed to improve basic and complex attention (concentration, short-term memory, dual tasking), memory recall, executive functioning and emotional well-being. Individual simulations adapted automatically to each participant's level of motor functioning. The system underwent feasibility trials spanning 16 sessions over 8 weeks. Participants were evaluated pre- and post-intervention, using standardized neuropsychological measures. Computerized measures of movement repetitions and task performance were stored on a remote server.
Group analysis for 10 participants showed statistically significant improvement in decision making (p < 0.01), with trend improvements in depression (p < 0.056). Improvements were also seen in processing speed (p < 0.13) and auditory attention (p < 0.17); however, these were not statistically significant (partly attributable to the modest sample size). Eight of nine neuropsychological tests showed changes in the improvement direction indicating an effective rehabilitation (p < 0.01). BrightBrainer technology was well tolerated with mean satisfaction ratings of 4.9/5.0 across participants.
Preliminary findings demonstrate utility within an advanced dementia population, suggesting that it will be beneficial to evaluate BrightBrainer through controlled clinical trials and to investigate its application in other clinical populations. Implications for Rehabilitation It is possible to improve cognitive function in older low-functioning patients. Integrative rehabilitation through games combining cognitive (memory, focusing, executive function) and physical (bimanual whole arm movement, grasping, task sequencing) elements is enjoyable for this population. The severity of depression in these elderly can be reduced through virtual reality bimanual games. The number of upper extremity active repetitions performed in the process of solving cognitive problems with the BrightBrainer™ system is 600. This number is 18 times (1875%) larger than those observed by other researchers in conventional physical or occupational rehabilitation sessions.
描述BrightBrainer™综合认知康复系统的开发过程,并确定其对养老院痴呆患者的临床可行性。
BrightBrainer认知康复模拟首先单手进行,然后双手进行。参与者坐在笔记本电脑前,通过一个游戏控制器进行交互,该控制器可测量3D手部动作以及双食指的弯曲情况。交互式严肃游戏旨在改善基本和复杂注意力(集中力、短期记忆、双重任务处理)、记忆回忆、执行功能和情绪健康。个体模拟会自动适应每个参与者的运动功能水平。该系统进行了为期8周、共16节的可行性试验。在干预前后,使用标准化神经心理学测量方法对参与者进行评估。运动重复次数和任务表现的计算机化测量结果存储在远程服务器上。
对10名参与者的组分析显示,决策能力有统计学意义的显著改善(p < 0.01),抑郁症状有改善趋势(p < 0.056)。处理速度(p < 0.13)和听觉注意力(p < 0.17)也有改善;然而,这些改善没有统计学意义(部分归因于样本量较小)。九项神经心理学测试中的八项显示出朝着改善方向的变化,表明康复有效(p < 0.01)。参与者对BrightBrainer技术的平均满意度评分为4.9/5.0,耐受性良好。
初步研究结果表明该技术在晚期痴呆人群中具有实用性,这表明通过对照临床试验评估BrightBrainer并研究其在其他临床人群中的应用将是有益的。康复启示:有可能改善老年功能低下患者的认知功能。将认知(记忆、注意力集中、执行功能)和身体(双手全臂运动、抓握、任务排序)元素相结合的游戏式综合康复对该人群来说是有趣的。通过虚拟现实双手游戏可以减轻这些老年人的抑郁严重程度。使用BrightBrainer™系统解决认知问题过程中上肢主动重复的次数为600次。这个数字比其他研究人员在传统物理或职业康复训练中观察到的次数大18倍(1875%)。