Laboratório de Desenho e Escrita Científica, Departamento de Ciências Básicas, Faculdade de Medicina do ABC, Santo André, SP, Brazil.
Departamento de Cardiologia, Escola Paulista de Medicina, Universidade Federal de São Paulo, São Paulo, SP, Brazil.
J Neuroeng Rehabil. 2020 Apr 29;17(1):59. doi: 10.1186/s12984-020-00689-z.
Cerebral Palsy (CP) is characterised by variable difficulties in muscular action, resulting in inability of the individual to perform functional movement. An option to provide functionality to the individual with CP is the use of computer innovation. The aim of this paper was to verify if there was any performance improvement in a task performed in a virtual environment and if there was transfer to the task performed in the real environment and vice versa in this population.
A computer program was developed comprising a motor task, but with two possibilities of user interaction: a) concrete interface (with physical contact): in which the individual touches the computer screen to finish the task and b) abstract interface (no physical contact): in which the individual performs a hand movement in front of the Kinect device. Participants were split into two groups. The experimental group consisted of 28 individuals with CP within the ages of 6 and 15 years old. The control group included 28 typically developing individuals mirroring the age and sex of the experimental group.
Individuals from both groups were able to improve task performance and retain acquired information. The CP group presented worse performance than the control group in all phases of the study. Further findings showed that the CP group presented better performance in the abstract interface than in the concrete interface, whereas, in the control group, the opposite occurred: their best performance was in the concrete.
Motor tasks performed by individuals with CP through an interface with a more virtual environment feature (abstract interface: Kinect) provided better performance when compared to an interface with a more real characteristic (concrete interface: Touchscreen).
ClinicalTrials.gov Identifier - NCT03352440; Date of registration - November 17, 2017.
脑瘫(CP)的特点是肌肉活动的各种障碍,导致个体无法进行功能性运动。为 CP 患者提供功能的一种选择是使用计算机创新。本文的目的是验证在虚拟环境中执行任务是否会提高性能,以及在现实环境中执行任务时是否会产生转移,反之亦然。
开发了一个计算机程序,其中包含一个运动任务,但有两种用户交互方式:a)具体界面(物理接触):个体触摸计算机屏幕完成任务;b)抽象界面(无物理接触):个体在 Kinect 设备前进行手部运动。参与者分为两组。实验组由 28 名年龄在 6 至 15 岁之间的 CP 患者组成。对照组包括 28 名在年龄和性别上与实验组相匹配的正常发育个体。
两组个体都能够提高任务表现并保留所学信息。CP 组在研究的所有阶段表现都比对照组差。进一步的研究结果表明,CP 组在抽象界面上的表现优于具体界面,而对照组则相反:他们在具体界面上表现最好。
与具有更真实特征的界面(具体界面:触摸屏)相比,CP 患者通过具有更具虚拟环境特征的界面(抽象界面:Kinect)进行的运动任务表现更好。
ClinicalTrials.gov 标识符 - NCT03352440;注册日期 - 2017 年 11 月 17 日。