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手部抓握和手臂治疗中的力量抵抗训练:低成本视频游戏控制器的可行性。

Force Resistance Training in Hand Grasp and Arm Therapy: Feasibility of a Low-Cost Videogame Controller.

机构信息

1 Bloorview Research Institute, Holland Bloorview Kids Rehabilitation Hospital , Toronto, Ontario, Canada .

2 Institute of Biomaterials & Biomedical Engineering, University of Toronto , Toronto, Ontario, Canada .

出版信息

Games Health J. 2018 Aug;7(4):277-287. doi: 10.1089/g4h.2017.0193.

Abstract

OBJECTIVE

To design and evaluate a low-cost gaming station that supports force resistance training in pediatric arm/hand grasp therapies through mainstream videogame play.

METHODS

The gaming station was developed through an iterative participatory design process and includes a force feedback game controller (Novint Falcon), custom grips, arm/wrist supports, and software to interface with mainstream games and manage difficulty settings in the controller. The station was tested for usability and feasibility with six therapists and six children with cerebral palsy, 7-16 years of age, attending weekly therapy sessions over 12 weeks. Pre- and post-assessments of perceived performance and satisfaction on self-identified goals were measured on the Canadian Occupational Performance Measure (COPM).

RESULTS

The gaming station was considered highly usable by therapists with a score of 76.7 (standard deviation [SD] = 6.1) on the System Usability Scale. Overall, children enjoyed the games, achieved high repetition rates for wrist extensions and arm movements, and all made clinically significant progress on therapy goals. Increases of 3.13 (SD = 1.69) on the performance scale and 2.97 (SD = 0.98) on the satisfaction scale were reported on the COPM. Conclusiion: In-clinic force resistance training for development of upper limb functional capacities is feasible using low-cost video game components adapted to therapy through a participatory design process.

摘要

目的

设计并评估一种低成本游戏站,通过主流视频游戏,为儿科手臂/手部抓握治疗提供力量抵抗训练。

方法

该游戏站通过迭代参与式设计过程开发而成,包括力反馈游戏控制器(Novint Falcon)、定制握把、手臂/手腕支撑物以及用于与主流游戏交互和管理控制器难度设置的软件。该游戏站在 6 位治疗师和 6 位 7-16 岁脑瘫儿童中进行了可用性和可行性测试,这些儿童每周参加 12 次治疗。使用加拿大职业表现量表(COPM)对自我确定目标的感知表现和满意度进行了预先和事后评估。

结果

治疗师对游戏站的可用性评价很高,系统使用情况量表的评分为 76.7(标准差[SD] = 6.1)。总的来说,孩子们喜欢这些游戏,实现了手腕伸展和手臂运动的高重复率,并且所有治疗目标都取得了显著进展。COPM 报告的表现量表增加了 3.13(SD = 1.69),满意度量表增加了 2.97(SD = 0.98)。结论:通过参与式设计过程,使用适用于治疗的低成本视频游戏组件,为发展上肢功能能力进行诊所内力量抵抗训练是可行的。

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