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三种不同康复游戏互动对使用功能近红外光谱的大脑激活的影响。

Effects of three different rehabilitation games' interaction on brain activation using functional near-infrared spectroscopy.

机构信息

School of Mechanical Engineering, Shandong University, Jinan, 250061, People's Republic of China.

Qingdao Air Traffic Management Station of Civil Aviation of China, Qingdao, 266100, People's Republic of China.

出版信息

Physiol Meas. 2020 Dec 31;41(12):125005. doi: 10.1088/1361-6579/abcd1f.

Abstract

OBJECTIVE

This study reveals the changes in brain activation due to different game interaction states based on functional near-infrared spectroscopy signals and discusses their significance for stroke rehabilitation.

APPROACH

The oxygenated hemoglobin concentration (Delta [HbO]) signals and the deoxygenated hemoglobin (Delta [HbR]) signals were recorded from the prefrontal cortex (PFC), the motor cortex (MC), the occipital lobe (OL) and the temporal lobe of 21 subjects (mean age: 24.6 ± 1.9 years old) in three game interaction states: physical, motion-sensing, and button-push training. The subjects were also asked to complete user-satisfaction survey scales after the experiment.

MAIN RESULTS

Compared with the button-training state, several channels in the PFC and MC region of the physical-training state were significantly altered as were several channels in the RMC region of the motion-sensing training state (P < 0.05 after adjustment). The motion-sensing state of the PFC had a significant correlation with that of the MC and the OL. The subjective scale results show that the acceptability of the physical and motion-sensing states was greater than the acceptability of the button-push training state.

SIGNIFICANCE

The results show that the brain regions responded more strongly when activated by the physical and motion-sensing states compared with the button-push training state, and the physical and motion-sensing states are more conducive to the rehabilitation of the nervous system. The design of rehabilitation products for stroke patients is discussed and valuable insights are offered to support the selection of better interactive training methods.

摘要

目的

本研究通过功能近红外光谱信号揭示了不同游戏交互状态下大脑激活的变化,并讨论了它们对中风康复的意义。

方法

从 21 名被试者(平均年龄:24.6±1.9 岁)的前额叶皮层(PFC)、运动皮层(MC)、枕叶(OL)和颞叶记录含氧血红蛋白浓度(Delta [HbO])信号和脱氧血红蛋白(Delta [HbR])信号,被试者在三种游戏交互状态下完成任务:物理、运动感应和按钮按压训练。实验后,被试者还需要完成用户满意度量表。

主要结果

与按钮训练状态相比,物理训练状态的 PFC 和 MC 区域的几个通道以及运动感应训练状态的 RMC 区域的几个通道发生了显著变化(调整后 P<0.05)。PFC 的运动感应状态与 MC 和 OL 的状态有显著相关性。主观量表结果表明,物理和运动感应状态的可接受性大于按钮按压训练状态的可接受性。

意义

结果表明,与按钮按压训练状态相比,物理和运动感应状态激活大脑区域的反应更强烈,物理和运动感应状态更有利于神经系统的康复。讨论了中风患者康复产品的设计,并提供了有价值的见解,以支持选择更好的互动训练方法。

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