Vanbellingen Tim, Filius Suzanne J, Nyffeler Thomas, van Wegen Erwin E H
Neurology and Neurorehabilitation Center, Luzerner Kantonsspital, Luzern, Switzerland.
Gerontechnology and Rehabilitation Group, University of Bern, Bern, Switzerland.
Front Neurol. 2017 Dec 8;8:654. doi: 10.3389/fneur.2017.00654. eCollection 2017.
Approximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function.
To evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT.
During 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24-91 years; mean time post stroke: 28.2 days).
Nine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients.
Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale.
Primarily, the usability of the system was good to excellent. The patient's perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant improvements in hand dexterity. No changes were found in motor impairment of the upper limb (FM-UE) during intervention.
VBT using LMC is a usable rehabilitation tool to train dexterity in the early rehabilitation phase of stroke inpatients.
约70 - 80%的中风幸存者日常生活活动受限,主要原因是手部灵活性问题。基于电子游戏的训练(VBT)结合虚拟现实似乎有助于训练上肢功能。
评估使用Leap Motion控制器(LMC)的VBT在中风患者早期康复阶段训练精细手部灵活性的可用性,作为传统治疗的补充。此外,本研究旨在评估VBT的可行性和潜在疗效。
在3个月期间,对64名中风患者进行资格筛查,纳入13名中风患者(4名女性和9名男性;年龄范围:24 - 91岁;中风后平均时间:28.2天)。
进行9次,每次30分钟的VBT,每周3次,作为中风住院患者传统治疗的补充。
主要结果是用系统可用性量表测量的系统可用性。关于可行性的次要结果包括:根据干预总时长(TT)与计划时长计算的依从率、通过开放式问题收集的参与者意见,以及用匹兹堡康复参与量表测量的积极参与程度。关于潜在疗效的次要结果包括:用九孔插板试验(NHPT)测量的功能灵活性、用24项灵活性问卷测量的主观灵活性、用Jamar握力计测量的握力,以及用Fugl - Meyer上肢(FM - UE)量表测量的上肢运动障碍。
首先,系统可用性良好至优秀。在平均3周的VBT期间,患者对可用性的感知保持稳定。其次,依从率良好,积极参与程度在良好至非常好之间。参与者的意见显示,尽管存在个体差异,但对治疗和设备总的印象良好。患者手部灵活性有显著改善。干预期间上肢运动障碍(FM - UE)无变化。
使用LMC的VBT是一种可用的康复工具,可在中风住院患者早期康复阶段训练灵活性。