Vismara Luca, Ferraris Claudia, Amprimo Gianluca, Pettiti Giuseppe, Buffone Francesca, Tarantino Andrea Gianmaria, Mauro Alessandro, Priano Lorenzo
Division of Neurology and Neurorehabilitation, Istituto Auxologico Italiano IRCCS, S. Giuseppe Hospital, Piancavallo, Italy.
Institute of Electronics, Information Engineering and Telecommunication, National Research Council, Turin, Italy.
Front Neurol. 2024 Feb 8;15:1347755. doi: 10.3389/fneur.2024.1347755. eCollection 2024.
Post-stroke hemiplegia commonly occurs in stroke survivors, negatively impacting the quality of life. Despite the benefits of initial specific post-acute treatments at the hospitals, motor functions, and physical mobility need to be constantly stimulated to avoid regression and subsequent hospitalizations for further rehabilitation treatments.
This preliminary study proposes using gamified tasks in a virtual environment to stimulate and maintain upper limb mobility through a single RGB-D camera-based vision system (using Microsoft Azure Kinect DK). This solution is suitable for easy deployment and use in home environments. A cohort of 10 post-stroke subjects attended a 2-week gaming protocol consisting of Lateral Weightlifting (LWL) and Frontal Weightlifting (FWL) gamified tasks and gait as the instrumental evaluation task.
Despite its short duration, there were statistically significant results ( < 0.05) between the baseline (T0) and the end of the protocol (TF) for Berg Balance Scale and Time Up-and-Go (9.8 and -12.3%, respectively). LWL and FWL showed significant results for unilateral executions: rate in FWL had an overall improvement of 38.5% ( < 0.001) and 34.9% ( < 0.01) for the paretic and non-paretic arm, respectively; similarly, rate in LWL improved by 19.9% ( < 0.05) for the paretic arm and 29.9% ( < 0.01) for non-paretic arm. Instead, bilateral executions had significant results for rate and speed: considering FWL, there was an improvement in rate with < 0.01 (31.7% for paretic arm and 37.4% for non-paretic arm), whereas speed improved by 31.2% ( < 0.05) and 41.7% ( < 0.001) for the paretic and non-paretic arm, respectively; likewise, LWL showed improvement in rate with < 0.001 (29.0% for paretic arm and 27.8% for non-paretic arm) and in speed with 23.6% ( < 0.05) and 23.5% ( < 0.01) for the paretic and non-paretic arms, respectively. No significant results were recorded for gait task, although an overall good improvement was detected for arm swing asymmetry (-22.6%). Hence, this study suggests the potential benefits of continuous stimulation of upper limb function through gamified exercises and performance monitoring over medium-long periods in the home environment, thus facilitating the patient's general mobility in daily activities.
中风后偏瘫在中风幸存者中很常见,会对生活质量产生负面影响。尽管在医院进行初始特定的急性后期治疗有诸多益处,但运动功能和身体活动能力仍需不断刺激,以避免功能退化以及后续因进一步康复治疗而住院。
本初步研究提议在虚拟环境中使用游戏化任务,通过基于单个RGB-D摄像头的视觉系统(使用微软Azure Kinect DK)来刺激和维持上肢活动能力。该解决方案适合在家用环境中轻松部署和使用。一组10名中风后受试者参加了为期2周的游戏方案,包括侧方举重(LWL)和额前举重(FWL)游戏化任务,以及作为工具性评估任务的步态。
尽管持续时间较短,但在伯格平衡量表和起立行走测试中,基线(T0)与方案结束时(TF)之间存在统计学显著结果(<0.05)(分别为9.8%和 -12.3%)。LWL和FWL在单侧执行方面显示出显著结果:FWL中,患侧手臂的速率总体提高了38.5%(<0.001),健侧手臂提高了34.9%(<0.01);同样,LWL中患侧手臂的速率提高了19.9%(<0.05),健侧手臂提高了29.9%(<0.01)。相反,双侧执行在速率和速度方面有显著结果:就FWL而言,速率有改善(<0.01),患侧手臂为31.7%,健侧手臂为37.4%,而患侧手臂和健侧手臂的速度分别提高了31.2%(<0.05)和41.7%(<0.001);同样,LWL在速率方面有改善(<0.001),患侧手臂为29.0%,健侧手臂为27.8%,在速度方面,患侧手臂和健侧手臂分别提高了23.6%(<0.05)和23.5%(<0.01)。步态任务未记录到显著结果,尽管检测到手臂摆动不对称性有总体良好的改善(-22.6%)。因此,本研究表明,通过游戏化练习和中长期的性能监测在家用环境中持续刺激上肢功能具有潜在益处,从而有助于患者在日常活动中的总体活动能力。