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基于学校的计算机辅助机器人游戏技术用于脑瘫儿童上肢康复的可行性。

Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

作者信息

Preston Nick, Weightman Andrew, Gallagher Justin, Holt Raymond, Clarke Michael, Mon-Williams Mark, Levesley Martin, Bhakta Bipinchandra

机构信息

a Academic Department of Rehabilitation Medicine, Faulty of Medicine and Health , University of Leeds , Leeds , UK .

b School of Mechanical, Aerospace and Civil Engineering, The University of Manchester , Manchester , UK .

出版信息

Disabil Rehabil Assist Technol. 2016;11(4):281-8. doi: 10.3109/17483107.2014.932020. Epub 2014 Jun 25.

Abstract

INTRODUCTION

We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics.

METHOD

Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics.

RESULTS

No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007).

CONCLUSION

School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity. Implications for Rehabilitation School premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology. Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance). The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.

摘要

引言

我们研究了在学校使用计算机辅助手臂康复(CAAR)电脑游戏的可行性。结果包括儿童对单人或双人模式的偏好,以及手臂活动和运动学的变化。

方法

九名患有脑瘫的男孩和两名女孩(6 - 12岁,平均9岁)以AB - BA设计在单人模式下或与学校朋友一起玩辅助技术电脑游戏。通过记录每种模式下的游戏时间和定性反馈来确定偏好。我们使用ABILHAND - kids和加拿大职业表现测量工具来评估活动受限情况,并使用基于便携式笔记本电脑的设备来捕捉手臂运动学数据。

结果

单人模式和双人模式之间没有差异(每日使用中位数分别为9.27分钟和11.2分钟,p = 0.214)。孩子们表示更喜欢双人模式。活动受限情况没有变化(ABILHAND - kids,p = 0.424;COPM,p = 0.484),但我们发现手部速度(p = 0.028)、流畅性(p = 0.005)和准确性(p = 0.007)有显著改善。

结论

学校课程表限制了康复技术的广泛使用,但短期使用有潜力补充康复计划。康复游戏的有限使用时间足以改善手臂运动学,但对手臂活动没有改善。对康复的启示学校场所和教师对安装康复游戏技术没有障碍。学校课程表允许孩子们每天平均使用12分钟康复游戏设备(不影响学业出勤)。每天平均使用12分钟康复游戏技术似乎对孩子们的功能表现没有益处,但孩子们上肢的运动学有改善。

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