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关于评估一类通用的用户控制、机器人辅助的神经运动残疾儿童康复技术的主观体验

Toward Evaluation of the Subjective Experience of a General Class of User-Controlled, Robot-Mediated Rehabilitation Technologies for Children with Neuromotor Disability.

作者信息

Schladen Manon Maitland, Cleary Kevin, Koumpouros Yiannis, Monfaredi Reza, Salvador Tyler, Talari Hadi Fooladi, Slagle Jacob, Coley Catherine, Kovelman Staci, Belschner Justine, Evans Sarah Helen

机构信息

MedStar Health Research Institute, Hyattsville, MD 20782, USA.

Department of Rehabilitation Medicine, Georgetown University Medical Center,Washington, DC 20057, USA.

出版信息

Informatics (MDPI). 2020;7(4):45-50. doi: 10.3390/informatics7040045.

DOI:10.3390/informatics7040045
PMID:34522643
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8436173/
Abstract

Technological advances in game-mediated robotics provide an opportunity to engage children with cerebral palsy (CP) and other neuromotor disabilities in more frequent and intensive therapy by making personalized, programmed interventions available 24/7 in children's homes. Though shown to be clinically effective and feasible to produce, little is known of the subjective factors impacting acceptance of what we term assistive/rehabilitative (A/R) gamebots by their target populations. This research describes the conceptualization phase of an effort to develop a valid and reliable instrument to guide the design of A/R gamebots. We conducted in-depth interviews with 8 children with CP and their families who had trialed an exemplar A/R gamebot, PedBotHome, for 28 days in their homes. The goal was to understand how existing theories and instruments were either appropriate or inappropriate for measuring the subjective experience of A/R gamebots. Key findings were the importance of differentiating the use case of therapy from that of assistance in rehabilitative technology assessment, the need to incorporate the differing perspectives of children with CP and those of their parents into A/R gamebot evaluation, and the potential conflict between the goals of preserving the quality of the experience of game play for the child while also optimizing the intensity and duration of therapy provided during play.

摘要

游戏介导机器人技术的进步提供了一个机会,通过让个性化的编程干预措施在儿童家中全天候可用,使患有脑瘫(CP)和其他神经运动障碍的儿童能够更频繁、更密集地接受治疗。尽管已证明其在临床上有效且可行,但对于影响目标人群对我们所称的辅助/康复(A/R)游戏机器人接受度的主观因素却知之甚少。本研究描述了开发一种有效且可靠的工具以指导A/R游戏机器人设计的努力的概念化阶段。我们对8名患有CP的儿童及其家庭进行了深入访谈,他们在家中试用了一个示例性的A/R游戏机器人PedBotHome 28天。目的是了解现有理论和工具在测量A/R游戏机器人的主观体验方面是否合适。关键发现包括在康复技术评估中区分治疗用例和辅助用例的重要性,将患有CP的儿童及其父母的不同观点纳入A/R游戏机器人评估的必要性,以及在为儿童保留游戏体验质量的同时优化游戏期间提供的治疗强度和持续时间这两个目标之间的潜在冲突。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/c2c438312bbc/nihms-1719237-f0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/49601fdd5fad/nihms-1719237-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/9917e750434c/nihms-1719237-f0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/3e22468e5e32/nihms-1719237-f0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/c2c438312bbc/nihms-1719237-f0004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/49601fdd5fad/nihms-1719237-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/9917e750434c/nihms-1719237-f0002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/3e22468e5e32/nihms-1719237-f0003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6611/8436173/c2c438312bbc/nihms-1719237-f0004.jpg

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The Importance of Cursive Handwriting Over Typewriting for Learning in the Classroom: A High-Density EEG Study of 12-Year-Old Children and Young Adults.课堂学习中手写体相较于打字的重要性:一项针对12岁儿童和青年成人的高密度脑电图研究
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