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严肃游戏对于肌电假肢来说还不够严肃。

Serious Games Are Not Serious Enough for Myoelectric Prosthetics.

作者信息

Garske Christian Alexander, Dyson Matthew, Dupan Sigrid, Morgan Graham, Nazarpour Kianoush

机构信息

Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom.

Edinburgh Neuroprosthetics Laboratory, School of Informatics, University of Edinburgh, Edinburgh, United Kingdom.

出版信息

JMIR Serious Games. 2021 Nov 8;9(4):e28079. doi: 10.2196/28079.

DOI:10.2196/28079
PMID:34747715
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8663510/
Abstract

Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.

摘要

严肃游戏在运动康复(如中风、脊髓损伤或肢体缺失后)方面显示出巨大的应用潜力。然而,这项研究的性质导致研究人员的背景和研究方法都存在多样性。我们对上肢假肢康复虚拟训练软件进行的仔细审查和分类发现,研究人员通常采用两种广泛的方法之一:(1)专注于游戏设计方面,以提高参与度和肌肉训练;(2)专注于假肢训练任务的准确呈现,以诱导特定任务的技能转移。先前的研究表明,在没有促进技能转移的任务结构的情况下,仅进行肌肉训练并不能改善假肢控制。然而,文献显示,最近基于游戏的假肢训练工具数量激增,这些工具侧重于参与度,而忽视了技能转移的重要性。这种涌入似乎受到软件和硬件可用性的强烈影响,特别是一款商用采集设备的推出和免费的知名游戏开发引擎。在这篇观点文章中,我们分享我们对用于假肢训练的严肃游戏的当前趋势和进展的看法。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/13c8207400c7/games_v9i4e28079_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/690952b1486a/games_v9i4e28079_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/de2cc1ef8b93/games_v9i4e28079_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/13c8207400c7/games_v9i4e28079_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/690952b1486a/games_v9i4e28079_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/de2cc1ef8b93/games_v9i4e28079_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e6f/8663510/13c8207400c7/games_v9i4e28079_fig3.jpg

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2
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J Neuroeng Rehabil. 2021 Feb 12;18(1):32. doi: 10.1186/s12984-021-00831-5.
3
Immersive augmented reality system for the training of pattern classification control with a myoelectric prosthesis.
评估旨在辅助上肢假肢康复的严肃游戏训练的有效性。
Front Rehabil Sci. 2024 Jan 29;5:1353077. doi: 10.3389/fresc.2024.1353077. eCollection 2024.
4
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Front Bioeng Biotechnol. 2024 Jan 8;11:1334771. doi: 10.3389/fbioe.2023.1334771. eCollection 2023.
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Competitive motivation increased home use and improved prosthesis self-perception after Cybathlon 2020 for neuromusculoskeletal prosthesis user.2020 年神经肌肉骨骼假肢使用者参加 Cybathlon 比赛后,竞争动机增加了家庭使用和改善了假肢自我认知。
J Neuroeng Rehabil. 2022 May 16;19(1):47. doi: 10.1186/s12984-022-01024-4.
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