Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder.

Feasibility of a virtual reality-based exercise intervention and low-cost motion tracking method for estimation of motor proficiency in youth with autism spectrum disorder.
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DOI:
10.1186/s12984-021-00978-1
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发表时间:
2022-01-07
影响因子:
5.1
通讯作者:
Kachnowski S
Kachnowski S
中科院分区:
工程技术2区
文献类型:
--
作者:
Hocking DR;Ardalan A;Abu-Rayya HM;Farhat H;Andoni A;Lenroot R;Kachnowski S

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运动障碍被广泛认为是自闭症谱系障碍(ASD)儿童的一个核心特征,它可以影响适应行为并增加症状的严重程度。低成本的动作捕捉和虚拟现实(VR)游戏技术为自闭症患者提供个性化的运动干预方法提供了很大的希望。本研究探讨了定制设计的基于VR游戏的干预(GaitWayXR™)改善青少年ASD大肌肉运动技能的可行性、可接受性和潜在疗效。10名儿童和青少年(10-17岁)在2周内完成了6次20分钟的基于vr的运动训练,同时使用低成本的运动捕捉系统跟踪全身运动。我们开发了一种使用运动跟踪数据的方法,从效率、同步和对称的角度来量化全身运动。然后,我们研究了上述数量与运动技能和认知灵活性的标准化测量的关系。我们的研究结果支持了我们的假设,即VR干预是安全的,没有不良事件,很少有轻微到中度的副作用,虽然很大一部分家长表示他们会在家中使用VR游戏,但采用该系统进行家庭治疗的最令人难以接受的原因是成本和空间。尽管很少有证据表明GaitWayXR™干预在改善大肌肉运动技能方面有任何好处,但我们发现ASD大肌肉运动技能的标准化测量与我们的低成本运动捕捉的效率、对称性和同步性测量之间存在一些正相关。这些发现虽然是初步的,而且样本量小,但表明在基于vr的游戏环境中进行运动练习,对自闭症儿童进行低成本的动作捕捉是可行的。基于这些初步发现,我们建议进行更大规模的研究,以提高长期坚持VR游戏干预的方法。
Motor impairment is widely acknowledged as a core feature in children with autism spectrum disorder (ASD), which can affect adaptive behavior and increase severity of symptoms. Low-cost motion capture and virtual reality (VR) game technologies hold a great deal of promise for providing personalized approaches to motor intervention in ASD. The present study explored the feasibility, acceptability and potential efficacy of a custom-designed VR game-based intervention (GaitWayXR™) for improving gross motor skills in youth with ASD. Ten children and adolescents (10–17 years) completed six, 20-min VR-based motor training sessions over 2 weeks while whole-body movement was tracked with a low-cost motion capture system. We developed a methodology for using motion tracking data to quantify whole-body movement in terms of efficiency, synchrony and symmetry. We then studied the relationships of the above quantities with standardized measures of motor skill and cognitive flexibility. Our results supported our presumption that the VR intervention is safe, with no adverse events and very few minor to moderate side-effects, while a large proportion of parents said they would use the VR game at home, the most prohibitive reasons for adopting the system for home therapy were cost and space. Although there was little evidence of any benefits of the GaitWayXR™ intervention in improving gross motor skills, we showed several positive correlations between the standardized measures of gross motor skills in ASD and our measures of efficiency, symmetry and synchrony from low-cost motion capture. These findings, though preliminary and limited by small sample size, suggest that low-cost motion capture of children with ASD is feasible with movement exercises in a VR-based game environment. Based on these preliminary findings, we recommend conducting larger-scale studies with methods for improving adherence to VR gaming interventions over longer periods.
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