Robotics and gaming to improve ankle strength, motor control, and function in children with cerebral palsy--a case study series.

Robotics and gaming to improve ankle strength, motor control, and function in children with cerebral palsy--a case study series.
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DOI:
10.1109/tnsre.2012.2206055
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发表时间:
2013-03
期刊:
IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society
影响因子:
--
通讯作者:
Engsberg JR
Engsberg JR
中科院分区:
其他
文献类型:
--
作者:
Burdea GC;Cioi D;Kale A;Janes WE;Ross SA;Engsberg JR

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探讨基于游戏的机器人踝关节训练在脑瘫患儿中的可行性。病例研究,12周干预,无随访。大学研究实验室。纳入3例脑性瘫痪儿童,年龄7 - 12岁,均为男性。三是完成干预。参与者在RA CP系统上进行36次康复训练(12周,每周3次),玩两个定制的虚拟现实游戏。这些游戏是在参与者坐着的时候进行的,并且一次训练一个脚踝的力量,运动控制和协调。主要研究结局指标为损伤(DF/PF扭矩、DF初始接触角和步态速度)、功能(GMFM)和生活质量(Peds QL)。次要结果指标与游戏表现有关(游戏得分反映踝关节运动控制和耐力)。步态功能在踝关节运动学、速度和耐力方面得到了显著改善。整体功能(GMFM)表明改善是典型的其他踝关节力量训练计划。生活质量的提高超过了最小临床重要差异。在干预期间,两个游戏的游戏表现都有所改善。这项可行性研究支持这样一个假设,即基于游戏的机器人踝关节训练对CP儿童的步态有益。游戏技术适合该年龄组,并受到参与者的欢迎。然而,还需要更多的研究来量化获益水平,并将本文介绍的方法与传统治疗方法进行比较。
To investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). Case study, 12 weeks intervention, with no follow-up. University research laboratory. A referred sample of 3 children with cerebral palsy, age 7 to 12, all male were enrolled. Three completed the intervention. Participants trained on the RA CP system for 36 rehabilitation sessions (12 weeks, 3 times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM) and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.