IEEE Trans Neural Syst Rehabil Eng. 2020 Jun;28(6):1363-1372. doi: 10.1109/TNSRE.2020.2988177. Epub 2020 Apr 15.
Wearable grip sensing shows potential for hand rehabilitation, but few studies have studied feasibility early after stroke. Here, we studied a wearable grip sensor integrated with a musical computer game (MusicGlove). Among the stroke patients admitted to a hospital without limiting complications, 13% had adequate hand function for system use. Eleven subjects used MusicGlove at home over three weeks with a goal of nine hours of use. On average they achieved 4.1 ± 3.2 (SD) hours of use and completed 8627 ± 7500 grips, an amount comparable to users in the chronic phase of stroke measured in a previous study. The rank-order usage data were well fit by distributions that arise in machine failure theory. Users operated the game at high success levels, achieving note-hitting success >75% for 84% of the 1061 songs played. They changed game parameters infrequently (31% of songs), but in a way that logically modulated challenge, consistent with the Challenge Point Hypothesis from motor learning. Thus, a therapy based on wearable grip sensing was feasible for home rehabilitation, but only for a fraction of subacute stroke subjects. Subjects made usage decisions consistent with theoretical models of machine failure and motor learning.
可穿戴握力感应在手部康复中具有潜力,但很少有研究在中风后早期研究其可行性。在这里,我们研究了一种可穿戴握力传感器,它与音乐电脑游戏(MusicGlove)集成在一起。在没有限制并发症的情况下入院的中风患者中,有 13%的患者手部功能足以使用该系统。11 名受试者在家中使用 MusicGlove 超过三周,目标是使用 9 小时。平均而言,他们实现了 4.1 ± 3.2(SD)小时的使用时间,并完成了 8627 ± 7500 次握力,这与之前研究中中风慢性期的使用者相当。使用数据的等级分布很好地符合机器故障理论中的分布。使用者以高成功率操作游戏,在演奏的 1061 首歌曲中,有 84%的歌曲达到了超过 75%的音符命中率。他们很少(31%的歌曲)更改游戏参数,但以逻辑方式调节挑战的方式与运动学习中的挑战点假说一致。因此,基于可穿戴握力感应的治疗方法对于家庭康复是可行的,但仅限于亚急性中风患者的一小部分。受试者的使用决策与机器故障和运动学习的理论模型一致。