Alhirsan Saleh M, Capó-Lugo Carmen E, Brown David A
Rehabilitation Science Program, School of Health Professions, University of Alabama at Birmingham, USA.
Physical Therapy Program, School of Applied Medical Sciences, Jouf University, Saudi Arabia.
Contemp Clin Trials Commun. 2021 Nov 11;24:100863. doi: 10.1016/j.conctc.2021.100863. eCollection 2021 Dec.
During recovery from stroke, augmented performance feedback can be applied with simple displays of metrics, as well as enhanced with virtual reality (VR) and exergames. VR, as augmented feedback, can provided to enhance walking speed after six months of stroke onset. There are several mechanisms to induce improved motor performance and motivation. Our objective is to design a study to demonstrate the different effects of augmented feedback, simple VR and exergaming applications on motivation and walking speed performance in post stroke.
Eighteen individuals with chronic stroke will be recruited and asked to walk as fast and safely as they can while on a robotic, user speed-driven treadmill (KineAssist-MX®) in three conditions: (1) with simple visual augmented feedback, but without a VR interface, (2) with a basic VR interface and (3) with a VR exergame. The main outcome measures are 30 s of fast walking speed and intrinsic motivation measured using the Intrinsic Motivation Inventory-Interest and Enjoyment Subscale. A within-subjects repeated measure ANOVA test and post hoc analysis will be used to determine the differences in changes of maximum walking speeds among the three performance conditions.
The additive impact of augmented feedback with or without VR and VR-exergames on motivation and walking speed during stroke rehabilitation is unknown, a gap we aim to address. Our findings will contribute key details regarding the effects of different types of augmented feedback on walking speed and intrinsic motivation and to the refinement of theoretical frameworks that guide the design and implementation of augmented feedback during recovery after stroke.
在中风康复期间,增强的性能反馈可以通过简单的指标显示来应用,也可以通过虚拟现实(VR)和健身游戏得到增强。作为增强反馈的VR可以在中风发病六个月后用于提高步行速度。有几种机制可以诱导运动表现和动机的改善。我们的目标是设计一项研究,以证明增强反馈、简单VR和健身游戏应用对中风后动机和步行速度表现的不同影响。
将招募18名慢性中风患者,要求他们在一台由用户速度驱动的机器人跑步机(KineAssist-MX®)上尽可能快且安全地行走,共三种情况:(1)有简单的视觉增强反馈,但无VR界面;(2)有基本VR界面;(3)有VR健身游戏。主要结局指标是使用内在动机量表-兴趣与享受分量表测量的30秒快速步行速度和内在动机。将采用受试者内重复测量方差分析测试和事后分析来确定三种表现情况下最大步行速度变化的差异。
有或没有VR以及VR健身游戏的增强反馈对中风康复期间的动机和步行速度的附加影响尚不清楚,这是我们旨在解决的一个空白。我们的研究结果将提供有关不同类型增强反馈对步行速度和内在动机影响的关键细节,并有助于完善指导中风后康复期间增强反馈设计和实施的理论框架。