Cler Gabriel J, Mittelman Talia, Braden Maia N, Woodnorth Geralyn Harvey, Stepp Cara E
Graduate Program for Neuroscience-Computational Neuroscience, Boston University, MADepartment of Speech, Language, and Hearing Sciences, Boston University, MA.
Department of Speech, Language, and Hearing Sciences, Boston University, MADepartment of Biomedical Engineering, Boston University, MA.
J Speech Lang Hear Res. 2017 Jun 22;60(6S):1800-1809. doi: 10.1044/2017_JSLHR-S-16-0231.
Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization.
Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments.
Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game.
Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD.
电子游戏为言语障碍的康复提供了一个有前景的平台。尽管电子游戏已被用于训练外语学习者的言语感知,并已被提议用于听觉康复,但迄今为止,它们在言语治疗中的应用一直有限。我们展示了一系列患有腭咽功能障碍(VPD)儿童在家中使用一款交互式电子游戏的可行性结果,该游戏提供实时生物反馈以促进适当的鼻音化。
招募了五名年龄、VPD严重程度和VPD病因各异的参与者。参与者使用一款通过鼻加速度计测量鼻音化并提供反馈的电子游戏,完成了数周的个人游戏。在训练前后,通过鼻音测量、气动测量和专家感知判断来评估鼻音化情况。
四名参与者在家中或学校使用了该游戏,其余一名参与者可能由于年龄较小,不愿意将鼻加速度计固定在其鼻部皮肤上。其余参与者在训练后表现出鼻音化减少的趋势,特别是对于电子游戏中明确训练的单词。
结果表明,基于电子游戏的系统可能为VPD言语鼻音化的实时反馈提供一个有用的康复平台。