• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

评估旨在辅助上肢假肢康复的严肃游戏训练的有效性。

Assessing effectiveness of serious game training designed to assist in upper limb prosthesis rehabilitation.

作者信息

Maas Bart, Van Der Sluis Corry K, Bongers Raoul M

机构信息

Department of Human Movement Sciences, University Medical Center Groningen, University of Groningen, Groningen, Netherlands.

Department of Rehabilitation Medicine, University Medical Center Groningen, University of Groningen, Groningen, Netherlands.

出版信息

Front Rehabil Sci. 2024 Jan 29;5:1353077. doi: 10.3389/fresc.2024.1353077. eCollection 2024.

DOI:10.3389/fresc.2024.1353077
PMID:38348457
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10859406/
Abstract

INTRODUCTION

Controlling a myoelectric upper limb prosthesis is difficult, therefore training is required. Since training with serious games showed promising results, the current paper focuses on game design and its effectivity for transfer between in-game skill to actual prosthesis use for proportional control of hand opening and control of switching between grips. We also examined training duration and individual differences.

METHOD

Thirty-six participants were randomly assigned to one of three groups: a task-specific serious game training group, a non-task-specific serious game training group and a control group. Each group performed a pre-test, mid-test and a post-test with five training sessions between each test moment. Test sessions assessed proportional control using the Cylinder test, a test designed to measure scaling of hand aperture during grabbing actions, and the combined use of proportional and switch control using the Clothespin Relocation Test, part of the Southampton Hand Assessment Procedure and Tray Test. Switch control was assessed during training by measuring amplitude difference and phasing of co-contraction triggers.

RESULTS

Differences between groups over test sessions were observed for proportional control tasks, however there was lack of structure in these findings. Maximum aperture changed with test moment and some participants adjusted maximum aperture for smaller objects. For proportional and switch control tasks no differences between groups were observed. The effect of test moment suggests a testing effect. For learning switch control, an overall improvement across groups was found in phasing of the co-contraction peaks. Importantly, individual differences were found in all analyses.

CONCLUSION

As improvements over test sessions were found, but no relevant differences between groups were revealed, we conclude that transfer effects from game training to actual prosthesis use did not take place. Task specificity nor training duration had effects on outcomes. Our results imply testing effects instead of transfer effects, in which individual differences played a significant role. How transfer from serious game training in upper limb prosthesis use can be enhanced, needs further attention.

摘要

引言

控制肌电上肢假肢很困难,因此需要进行训练。由于使用严肃游戏进行训练显示出了有前景的结果,本文重点关注游戏设计及其在将游戏内技能转化为实际假肢使用以实现手部张开的比例控制和握姿切换控制方面的有效性。我们还研究了训练时长和个体差异。

方法

36名参与者被随机分配到三个组中的一组:特定任务严肃游戏训练组、非特定任务严肃游戏训练组和对照组。每组在每次测试时刻之间进行五次训练课程,并进行一次预测试、一次中期测试和一次后测试。测试课程使用圆柱体测试评估比例控制,该测试旨在测量抓取动作期间手部开口的缩放比例,并使用衣夹重新定位测试评估比例控制和开关控制的联合使用,衣夹重新定位测试是南安普顿手部评估程序和托盘测试的一部分。在训练期间,通过测量共收缩触发的幅度差异和相位来评估开关控制。

结果

在比例控制任务的测试课程中观察到了组间差异,然而这些结果缺乏系统性。最大开口随测试时刻而变化,一些参与者针对较小物体调整了最大开口。对于比例控制和开关控制任务,未观察到组间差异。测试时刻的影响表明存在测试效应。对于学习开关控制,发现各组在共收缩峰值的相位方面总体有所改善。重要的是,在所有分析中都发现了个体差异。

结论

由于在测试课程中发现了改善,但未揭示组间的相关差异,我们得出结论,游戏训练到实际假肢使用的迁移效应并未发生。任务特异性和训练时长对结果均无影响。我们的结果意味着是测试效应而非迁移效应,其中个体差异起到了重要作用。如何增强上肢假肢使用中严肃游戏训练的迁移效果,需要进一步关注。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/67f46ad72b4c/fresc-05-1353077-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/aa5170f42919/fresc-05-1353077-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/79685c8408b7/fresc-05-1353077-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/cfaca4bf920e/fresc-05-1353077-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/a6711af59773/fresc-05-1353077-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/053c0b075d86/fresc-05-1353077-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/f3848f4d7c10/fresc-05-1353077-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/67f46ad72b4c/fresc-05-1353077-g007.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/aa5170f42919/fresc-05-1353077-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/79685c8408b7/fresc-05-1353077-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/cfaca4bf920e/fresc-05-1353077-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/a6711af59773/fresc-05-1353077-g004.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/053c0b075d86/fresc-05-1353077-g005.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/f3848f4d7c10/fresc-05-1353077-g006.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9194/10859406/67f46ad72b4c/fresc-05-1353077-g007.jpg

相似文献

1
Assessing effectiveness of serious game training designed to assist in upper limb prosthesis rehabilitation.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.
2
Training prosthesis users to switch between modes of a multi-articulating prosthetic hand.培训假肢使用者在多关节假肢的不同模式之间切换。
Disabil Rehabil. 2024 Jan;46(1):187-198. doi: 10.1080/09638288.2022.2157055. Epub 2022 Dec 21.
3
Transfer of mode switching performance: from training to upper-limb prosthesis use.模式切换性能的转移:从训练到上肢假肢使用。
J Neuroeng Rehabil. 2021 May 22;18(1):85. doi: 10.1186/s12984-021-00878-4.
4
User training for machine learning controlled upper limb prostheses: a serious game approach.机器学习控制上肢假肢的用户培训:一种严肃游戏方法。
J Neuroeng Rehabil. 2021 Feb 12;18(1):32. doi: 10.1186/s12984-021-00831-5.
5
Erratum.勘误
Mult Scler. 2016 Oct;22(12):NP9-NP11. doi: 10.1177/1352458515585718. Epub 2015 Jun 3.
6
Task-Oriented Gaming for Transfer to Prosthesis Use.面向任务的游戏以促进假肢使用的转移。
IEEE Trans Neural Syst Rehabil Eng. 2016 Dec;24(12):1384-1394. doi: 10.1109/TNSRE.2015.2502424. Epub 2015 Nov 23.
7
Game-Based Rehabilitation for Myoelectric Prosthesis Control.基于游戏的肌电假肢控制康复训练
JMIR Serious Games. 2017 Feb 9;5(1):e3. doi: 10.2196/games.6026.
8
Serious Games Are Not Serious Enough for Myoelectric Prosthetics.严肃游戏对于肌电假肢来说还不够严肃。
JMIR Serious Games. 2021 Nov 8;9(4):e28079. doi: 10.2196/28079.
9
Influence of the type of training task on intermanual transfer effects in upper-limb prosthesis training: A randomized pre-posttest study.训练任务类型对上肢假肢训练中双侧转移效应的影响:一项随机前后测研究。
PLoS One. 2017 Nov 30;12(11):e0188362. doi: 10.1371/journal.pone.0188362. eCollection 2017.
10
Learning an EMG Controlled Game: Task-Specific Adaptations and Transfer.学习肌电图控制的游戏:特定任务的适应性与迁移。
PLoS One. 2016 Aug 24;11(8):e0160817. doi: 10.1371/journal.pone.0160817. eCollection 2016.

本文引用的文献

1
Delaying feedback during pre-device training facilitates the retention of novel myoelectric skills: a laboratory and home-based study.在设备前训练期间延迟反馈有助于新型肌电技能的保留:一项实验室和家庭研究。
J Neural Eng. 2023 May 9;20(3). doi: 10.1088/1741-2552/acc4ea.
2
Increasing Voluntary Myoelectric Training Time Through Game Design.通过游戏设计增加自愿肌电训练时间。
IEEE Trans Neural Syst Rehabil Eng. 2022;30:2549-2556. doi: 10.1109/TNSRE.2022.3202699. Epub 2022 Sep 15.
3
Individual differences in motor skill learning.运动技能学习中的个体差异。
Hum Mov Sci. 2022 Feb;81:102904. doi: 10.1016/j.humov.2021.102904. Epub 2021 Nov 19.
4
Serious Games Are Not Serious Enough for Myoelectric Prosthetics.严肃游戏对于肌电假肢来说还不够严肃。
JMIR Serious Games. 2021 Nov 8;9(4):e28079. doi: 10.2196/28079.
5
Training for users of myoelectric multigrip hand prostheses: a scoping review.肌电多抓握手假肢使用者的训练:范围综述。
Prosthet Orthot Int. 2021 Oct 1;45(5):393-400. doi: 10.1097/PXR.0000000000000037.
6
Transfer of mode switching performance: from training to upper-limb prosthesis use.模式切换性能的转移:从训练到上肢假肢使用。
J Neuroeng Rehabil. 2021 May 22;18(1):85. doi: 10.1186/s12984-021-00878-4.
7
Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study.基于电子游戏的上肢截肢者康复方法:病例对照研究
JMIR Serious Games. 2021 Feb 4;9(1):e17017. doi: 10.2196/17017.
8
Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers.上肢假肢训练中基于游戏的康复认知:用户与研究人员调查
JMIR Serious Games. 2021 Feb 1;9(1):e23710. doi: 10.2196/23710.
9
Exploring the Relationship Between EMG Feature Space Characteristics and Control Performance in Machine Learning Myoelectric Control.探索肌电特征空间特征与机器学习肌电控制中控制性能之间的关系。
IEEE Trans Neural Syst Rehabil Eng. 2021;29:21-30. doi: 10.1109/TNSRE.2020.3029873. Epub 2021 Feb 25.
10
Should Hands Be Restricted When Measuring Able-Bodied Participants to Evaluate Machine Learning Controlled Prosthetic Hands?在评估机器学习控制的假肢时,是否应该限制健全参与者的手部活动?
IEEE Trans Neural Syst Rehabil Eng. 2020 Sep;28(9):1977-1983. doi: 10.1109/TNSRE.2020.3007803. Epub 2020 Jul 7.