Feasibility of Wearable Sensing for In-Home Finger Rehabilitation Early After Stroke.

Feasibility of Wearable Sensing for In-Home Finger Rehabilitation Early After Stroke.
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DOI:
10.1109/tnsre.2020.2988177
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发表时间:
2020-06
影响因子:
4.9
通讯作者:
Do, An H.
Do, An H.
中科院分区:
工程技术2区
文献类型:
--
作者:
Sanders, Quentin;Chan, Vicky;Augsburger, Renee;Cramer, Steven C.;Reinkensmeyer, David J.;Do, An H.

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可穿戴式握力感应显示了手康复的潜力,但很少有研究研究中风后早期的可行性。在这里,我们研究了一种集成了音乐电脑游戏(MusicGlove)的可穿戴握力传感器。在没有限制并发症的住院中风患者中,13%的人有足够的手功能来使用系统。11名受试者在家中使用MusicGlove超过三周,目标是使用9个小时。他们平均达到4.1s/−3.2(SD)小时的使用时间,完成了8627+/−7500次握力,这与先前研究中测量的中风慢性期患者的数量相当。排序使用数据与机器故障理论中出现的分布很好地吻合。用户操作这款游戏的成功率很高,在播放的1061首歌曲中,有84%达到了惊人的成功率&75%。他们不太频繁地改变游戏参数(31%的歌曲),但以一种逻辑上调节挑战的方式,与运动学习中的挑战点假说一致。因此,基于可穿戴式握力感知的疗法对家庭康复是可行的,但仅对一小部分亚急性中风患者有效。受试者做出的使用决策与机器故障和运动学习的理论模型一致。
Wearable grip sensing shows potential for hand rehabilitation, but few studies have studied feasibility early after stroke. Here, we studied a wearable grip sensor integrated with a musical computer game (MusicGlove). Among the stroke patients admitted to a hospital without limiting complications, 13% had adequate hand function for system use. Eleven subjects used MusicGlove at home over three weeks with a goal of nine hours of use. On average they achieved 4.1 +/− 3.2 (SD) hours of use and completed 8627 +/− 7500 grips, an amount comparable to users in the chronic phase of stroke measured in a previous study. The rank-order usage data were well fit by distributions that arise in machine failure theory. Users operated the game at high success levels, achieving note-hitting success >75% for 84% of the 1061 songs played. They changed game parameters infrequently (31% of songs), but in a way that logically modulated challenge, consistent with the Challenge Point Hypothesis from motor learning. Thus, a therapy based on wearable grip sensing was feasible for home rehabilitation, but only for a fraction of subacute stroke subjects. Subjects made usage decisions consistent with theoretical models of machine failure and motor learning.