School of Life Sciences, College of Medical, Veterinary and Life Sciences, University of Glasgow, Glasgow, UK.
The School of Simulation and Visualisation, The Glasgow School of Art, Glasgow, UK.
Adv Exp Med Biol. 2019;1120:83-96. doi: 10.1007/978-3-030-06070-1_7.
Multiple sclerosis (MS) often affects motor function, leading to an adverse effect on daily living. Rehabilitation is important in terms of improving mobility and activities of daily living. Virtual environments (VE) are increasing in popularity within this research area, but research in terms of VE is still rare, for both the upper and lower limb, in people with MS. Leap Motion (LM), a hand motion tracking system, has demonstrated success in stroke research but has yet to be investigated within MS. Following a co-design approach, five participants with MS discussed in a focus group (FG) their hand mobility issues, their thoughts about this technology-based rehabilitation and motivational factors. Findings were incorporated into the design of a series of gamified upper limb rehabilitation exercises, using LM, on Unity Game Engine. Three participants returned and engaged in user testing session and a FG in order to evaluate and discuss their experience. Overall participants found the proposed technology-based exercises to be engaging, immersive and a desirable approach to rehabilitation. Participant feedback underlined the usefulness of co-creation, especially in accommodating the range of motivators and user preferences. However, the study highlighted the loss of tracking of hand movements with LM as one of the limitations. Participants stated they would be likely to use this approach at home if there was a definite rehabilitation benefit and related more to visualising which muscle groups or actions they were aiming to improve.
多发性硬化症(MS)常影响运动功能,导致日常生活受到不良影响。康复在改善移动性和日常生活活动能力方面很重要。虚拟环境(VE)在该研究领域越来越受欢迎,但无论是在上肢还是下肢,针对 MS 患者的 VE 研究仍然很少。Leap Motion(LM)是一种手部运动跟踪系统,在中风研究中已取得成功,但尚未在 MS 中进行研究。通过共同设计方法,5 名 MS 参与者在焦点小组(FG)中讨论了他们的手部移动问题、他们对这种基于技术的康复的想法以及激励因素。研究结果被纳入使用 LM 在 Unity 游戏引擎上设计的一系列游戏化上肢康复练习中。其中 3 名参与者返回并参加了用户测试会议和 FG,以评估和讨论他们的体验。总体而言,参与者认为基于拟议技术的练习具有吸引力、沉浸式和理想的康复方法。参与者的反馈强调了共同创造的有用性,特别是在适应各种激励因素和用户偏好方面。然而,该研究强调了 LM 对手部运动跟踪的丢失,这是其局限性之一。参与者表示,如果这种方法有明确的康复益处,并且与他们希望改善的肌肉群或动作相关联,他们更有可能在家中使用这种方法。