Syringas Pantelis, Potsika Vassiliki, Tachos Nikolaos, Pardalis Athanasios, Papaioannou Christoforos, Mitsis Alexandros, Pakos Emilios E, Zestas Orestis N, Papagiannis Georgios, Triantafyllou Athanasios, Tselikas Nikolaos D, Yiannopoulou Konstantina G, Papathanasiou George, Georgoudis George, Bakalidou Daphne, Kyriakidou Maria, Gkrilias Panagiotis, Kakkos Ioannis, Matsopoulos George K, Fotiadis Dimitrios I
Biomedical Engineering Laboratory, National Technical University of Athens, 9, Herοon Polytechniou Str., Zografou, 15773 Athens, Greece.
Unit of Medical Technology and Intelligent Information Systems, Department of Materials Science and Engineering, University of Ioannina, 45110 Ioannina, Greece.
Healthcare (Basel). 2025 Jan 6;13(1):91. doi: 10.3390/healthcare13010091.
BACKGROUND/OBJECTIVES: Spasticity commonly occurs in individuals after experiencing a stroke, impairing their hand function and limiting activities of daily living (ADLs). In this paper, we introduce an exoskeletal aid, combined with a set of augmented reality (AR) games consisting of the Rehabotics rehabilitation solution, designed for individuals with upper limb spasticity following stroke.
Our study, involving 60 post-stroke patients (mean ± SD age: 70.97 ± 4.89 years), demonstrates significant improvements in Ashworth Scale (AS) scores and Box and Block test (BBT) scores when the Rehabotics solution is employed.
The intervention group showed slightly greater improvement compared to the control group in terms of the AS (-0.23, with a confidence interval of -0.53 to 0.07) and BBT (1.67, with a confidence interval of 1.18 to 2.16). Additionally, the Rehabotics solution was particularly effective for patients with more severe deficits. Patients with an AS score of 3 showed more substantial improvements, with their AS scores increasing by -1.17 ± 0.39 and BBT scores increasing by -4.83 ± 0.72.
These findings underscore the potential of wearable hand robotics in enhancing stroke survivors' hand rehabilitation, emphasizing the need for further investigations into its broader applications.
背景/目的:痉挛常见于中风后的个体,会损害其手部功能并限制日常生活活动(ADL)。在本文中,我们介绍一种外骨骼辅助装置,它与一套由康复机器人康复解决方案组成的增强现实(AR)游戏相结合,专为中风后上肢痉挛的个体设计。
我们的研究涉及60名中风后患者(平均±标准差年龄:70.97±4.89岁),结果表明,使用康复机器人解决方案时,Ashworth量表(AS)评分和箱块测试(BBT)评分有显著改善。
干预组在AS评分(-0.23,置信区间为-0.53至0.07)和BBT评分(1.67,置信区间为1.18至2.16)方面比对照组有稍大的改善。此外,康复机器人解决方案对缺陷更严重的患者特别有效。AS评分为3的患者有更显著的改善,其AS评分增加-1.17±0.39,BBT评分增加-4.83±0.72。
这些发现强调了可穿戴手部机器人在增强中风幸存者手部康复方面的潜力,强调需要进一步研究其更广泛的应用。