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The effects of visual feedback in therapeutic exergaming on motor task accuracy 治疗性运动中视觉反馈对运动任务准确性的影响
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971821
J. Doyle, D. Kelly, Matt Patterson, B. Caulfield
Poor exercise technique and lack of adherence during home exercise are implicated in preventing a full recovery to peak physical function during rehabilitation. It is widely believed that therapeutic exergaming has the potential to solve these issues. However, the field is still young and there is little empirical evidence supporting, in particular, its effectiveness in helping the patient to maintain correct technique. In this paper we present preliminary results from a study to examine the effects that visual feedback during exergaming has on a person's accuracy in performing a motor task. Our study showed that interacting with a game incorporating simple visual feedback results in improved accuracy compared to performing exercise from memory or with limited feedback in the form of an instructional video demonstration. These results provide early evidence that exergaming can be used to enhance technique during exercise performance.
在家庭运动中,不良的运动技术和缺乏坚持性与康复期间身体功能的完全恢复有关。人们普遍认为,治疗性运动具有解决这些问题的潜力。然而,这个领域还很年轻,很少有经验证据支持,特别是它在帮助患者保持正确技术方面的有效性。在这篇论文中,我们提出了一项研究的初步结果,该研究检验了在练习过程中视觉反馈对人在执行运动任务时的准确性的影响。我们的研究表明,与记忆练习或教学视频演示形式的有限反馈相比,与包含简单视觉反馈的游戏互动可以提高准确性。这些结果提供了早期的证据,证明练习可以用来提高运动表现中的技术。
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引用次数: 29
Rehabilitation robot for unimanual and bimanual training of hemiparetic subjects 用于偏瘫患者单手和双手训练的康复机器人
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971861
Matic Trlep, M. Mihelj, M. Munih, U. Puh
The goal of the study is the development and testing of a bimanual training system that stimulates the use of both arms of hemiparetic subjects using both bimanual and unimanual training exercises. The adaptive assistance controller adjusts the help of the unaffected arm, thus reducing the load on the paretic arm. Hemiparetic subjects performed three different tracking exercises in both bimanual mode and in two unimanual modes. In bimanual mode the patient uses the unaffected limb to initiate and guide the movement. By comparing the results of bimanual training with the unimanual performance (with paretic or unaffected limb) we can assess the affects of the bimanual training. High and significant correlation between bimanual training and unimanual performance was observed. The training resulted in improvements of motor performance.
该研究的目的是开发和测试一种双手训练系统,该系统通过双手和单手训练练习来刺激偏瘫受试者使用双臂。自适应辅助控制器调节未受影响的手臂的帮助,从而减少双亲手臂的负荷。偏瘫受试者在双手模式和两种单手模式下进行三种不同的跟踪练习。在双手模式下,患者使用未受影响的肢体发起和引导运动。通过将双手训练的结果与单手训练的结果(四肢麻痹或未受影响)进行比较,我们可以评估双手训练的效果。观察到双手训练与单手表现之间的高度显著相关。训练提高了运动能力。
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引用次数: 0
Short-term practice with customized 3D immersive videogame improves arm-postural coordination in patients with TBI 短期练习定制的3D沉浸式视频游戏可以改善TBI患者的手臂姿势协调
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971864
K. Ustinova, C. Ingersoll, N. Cassavaugh
This paper describes the effects of short-term practice with the custom-made 3D immersive videogame Octopus on arm-postural coordination in patients with traumatic brain injury (TBI). Unlike many other custom-designed virtual environments, Octopus includes an actual gaming component with a system of multiple rewards, making the game challenging, competitive, and fun. While standing, 6 individuals with mild-to-moderate manifestations of TBI practiced reaching and popping virtual bubbles with the left or right hand avatar. The bubbles, blown by the Octopus, followed a specific trajectory. Interception of the bubbles allowed flexible use of the postural segments (trunk and legs) for balance maintenance and arm transport. Participants practiced ten 90-s gaming trials during a single session, followed by a retention test. Whole-body kinematics was analyzed using principal component analysis. As a result of the short-term practice, the participants improved in game performance, arm movement time, and precision, mostly by adapting efficient arm-postural coordination strategies. Of the 6 participants, 5 showed an immediate increase in arm forward reach and single-leg stance time. These results support the feasibility of using the custom-made 3D game for retraining of arm-postural coordination disrupted as a result of TBI.
本文描述了使用定制的3D沉浸式电子游戏章鱼进行短期练习对创伤性脑损伤(TBI)患者手臂姿势协调的影响。与许多其他定制设计的虚拟环境不同,Octopus包含了一个带有多种奖励系统的实际游戏组件,使游戏具有挑战性、竞争性和趣味性。在站立时,6名轻度至中度TBI患者练习用左手或右手虚拟人物触碰和击碎虚拟气泡。“章鱼”吹出的泡泡遵循着特定的轨迹。气泡的拦截允许灵活地使用姿势段(躯干和腿)来维持平衡和手臂运输。参与者在一段时间内进行10次90-s游戏试验,然后进行留存率测试。采用主成分分析对全身运动学进行了分析。短期练习的结果是,参与者在游戏表现、手臂运动时间和精度方面都有提高,主要是通过采用有效的手臂姿势协调策略。在6名参与者中,有5人手臂向前伸展和单腿站立时间立即增加。这些结果支持了使用定制的3D游戏来重新训练由于TBI而中断的手臂姿势协调的可行性。
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引用次数: 5
Web service for cognitive remediation in depression 抑郁症认知修复的网络服务
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971829
O. Grynszpan, Odile Komano, P. Leboucher, R. Jouvent, Juile Guertault, Franck Tarpin Bernard
In the present paper, we describe a web service that provides cognitive remediation for patients with depression. Depression is reported to be frequently associated with alterations in memory, attention and cognitive flexibility. Cognitive remediation is based on training with tasks meant to foster neural plasticity and improve cognitive abilities. It is often applied using computerized tasks. We set up a web service that enables the patients with depression to practice on cognitive tasks and be guided by a specialized therapist. An exploratory study assessing this treatment is underway and case examples are presented here.
在本文中,我们描述了一个为抑郁症患者提供认知补救的网络服务。据报道,抑郁症通常与记忆力、注意力和认知灵活性的改变有关。认知修复是基于训练任务,旨在培养神经可塑性和提高认知能力。它通常应用于计算机化的任务。我们建立了一个网络服务,让抑郁症患者能够在专业治疗师的指导下练习认知任务。一项评估这种治疗的探索性研究正在进行中,这里提供了一些案例。
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引用次数: 0
Usability of technology supported social competence training for children on the Autism Spectrum 技术的可用性支持自闭症儿童的社会能力训练
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971867
P. Weiss, E. Gal, M. Zancanaro, L. Giusti, S. Cobb, L. Millen, Tessa Hawkins, T. Glover, Daven Sanassy, S. Eden
We present the results of two usability studies evaluating the use of collaborative technologies designed to facilitate children with Autism Spectrum Conditions (ASC) learning social competence skills through technology-delivered Cognitive-Behavioral Therapy (CBT). The first study examined a co-located games (Join-In Suite) run on a multi-user tabletop shared active surface (SAS). The second study collaborative virtual environment (CVE) designed to support understanding and practice of social conversation skills. Both prototypes were developed following a participatory design process that included focus groups of occupational therapists and teachers as well as children with ASC. Usability studies were then conducted where occupational therapists used the systems for social competence training during a single one hour session with pairs of children with high functioning ASC, aged 9–13 years. Outcome measures included two usability questionnaires, the Intrinsic Motivation Inventory and interviews with the children. Therapists' responses to the System Usability Scale were also recorded. Results for SAS and CVE prototypes showed great enjoyment of the games, preferences amongst them and proficient use of the technology. For both technologies, the collaborative nature of the activities appeared to be effective in leveraging the engaging power of computer games as well as capturing a level of ecological validity which is often not sufficiently present in computer games alone.
我们提出了两项可用性研究的结果,评估了协作技术的使用,这些技术旨在通过技术提供的认知行为疗法(CBT)促进自闭症谱系疾病(ASC)儿童学习社会能力技能。第一项研究考察了在多用户桌面共享活动界面(SAS)上运行的一款协同定位游戏(Join-In Suite)。第二个研究是协作虚拟环境(CVE),旨在帮助学生理解和练习社交会话技巧。这两个原型都是在参与式设计过程中开发的,其中包括职业治疗师和教师以及ASC儿童的焦点小组。然后进行可用性研究,职业治疗师使用该系统对9-13岁的高功能ASC儿童进行一小时的社会能力训练。结果测量包括两份可用性问卷、内在动机量表和对儿童的访谈。治疗师对系统可用性量表的反应也被记录下来。SAS和CVE原型的测试结果显示,他们非常享受游戏,对游戏的偏好和对技术的熟练使用。对于这两种技术,活动的协作性质似乎有效地利用了电脑游戏的吸引力,并获得了一定程度的生态有效性,而这通常在电脑游戏中是不充分存在的。
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引用次数: 37
Development of virtual environments for patient-centered rehabilitation 以患者为中心的康复虚拟环境的开发
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971838
S. Koenig, A. Dunser, C. Bartneck, J. Dalrymple-Alford, G. Crucian
Context-sensitive rehabilitation integrates the individual background, needs, and strengths into the therapy of brain-injured patients [1]. Virtual environments can potentially enrich such individual rehabilitation approaches by providing realistic, lifelike situations for patients to train in. Virtual scenarios mostly are of high ecological validity, but usually require a long and costly development process. In order to use virtual environments for context-sensitive rehabilitation, an efficient workflow needs to be created which allows for rapid, cost-efficient development of such computer-based tools. The present study describes the requirements that are necessary for a clinic-based workflow and addresses each requirement in detail. Several complex virtual rooms within a rehabilitation hospital have been created and tested. Workflow efficiency, realism of virtual environments and validity of task-based use of these applications have been evaluated with healthy and brain-injured individuals. The virtual scenarios met requirements for timely production, and realism. The outcome of a mental map task, which was integrated intone environment, supports the validity of virtual cognitive assessments. Overall, results of this study suggest that individual virtual environments are a feasible addition to traditional context-sensitive rehabilitation.
情境敏感康复将个体背景、需求和优势整合到脑损伤患者的治疗中[1]。虚拟环境可以为病人提供逼真的训练环境,从而丰富这种个人康复方法。虚拟场景大多具有较高的生态有效性,但通常需要一个漫长而昂贵的开发过程。为了使用虚拟环境进行上下文敏感的康复,需要创建一个有效的工作流程,以便能够快速、经济地开发这种基于计算机的工具。本研究描述了基于临床的工作流程所必需的需求,并详细地解决了每个需求。在一家康复医院内,已经创建并测试了几个复杂的虚拟房间。工作流程效率、虚拟环境的真实感和基于任务的这些应用程序的有效性已经在健康和脑损伤个体中进行了评估。虚拟场景满足制作及时性和真实感的要求。与环境相结合的心理地图任务的结果支持虚拟认知评估的有效性。总的来说,本研究的结果表明,个体虚拟环境是传统情境敏感康复的可行补充。
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引用次数: 12
Low-cost motion interactive video games in home training for children with cerebral palsy: A kinematic evaluation 低成本运动互动视频游戏在脑瘫儿童家庭训练中的应用:一项运动学评估
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971854
M. Sandlund, H. Grip, C. Hager, Erik Domellof, Louise Ronnqvist
3D motion analysis was applied to assess goal-directed arm movements in 15 children with cerebral palsy (CP) before and after four weeks of home training with low-cost motion interactive video games. The results indicated that the children improved movement precision when playing the virtual games, improved movement smoothness when reaching for real targets, and reduced the involvement of the trunk especially when reaching with the non-dominant side.
应用3D运动分析评估15名脑瘫儿童(CP)在进行为期四周的低成本运动互动视频游戏家庭训练前后的目标定向手臂运动。结果表明,儿童在玩虚拟游戏时提高了运动精度,在达到真实目标时提高了运动流畅性,并且减少了躯干的参与,特别是在用非优势侧达到目标时。
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引用次数: 12
Development of a haptic keypad for training finger individuation after stroke 一种用于中风后手指个性化训练的触觉键盘的研制
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971844
Thomas J. Lord, D. M. Keefe, Yu Li, N. Stoykov, D. Kamper
This paper presents a low-cost virtual-reality environment for training finger individuation in stroke survivors with chronic hand impairment. Users play an ergonomic 5-key virtual piano while receiving either assistance or resistance from a pneumatically actuated glove. The level of assistance and the difficulty of the task can be modulated by a therapist.
本文提出了一种低成本的虚拟现实环境,用于训练慢性手部损伤的中风幸存者的手指个性化。用户玩一个符合人体工程学的5键虚拟钢琴,同时接收辅助或阻力从气动驱动的手套。帮助的程度和任务的难度可以由治疗师来调节。
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引用次数: 5
Integrative motor, emotive and cognitive therapy for elderly patients chronic post-stroke A feasibility study of the BrightArm™ rehabilitation system 老年慢性脑卒中后患者的运动、情绪和认知综合治疗bright™康复系统的可行性研究
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971852
B. Rabin, G. Burdea, J. Hundal, D. Roll, F. Damiani
The BrightArm rehabilitation system is designed for integrative motor, emotive and cognitive training of low- and higher-functioning individuals. This paper presents the BrightArm's first feasibility study on 5 elderly skilled nursing facility residents chronic post-stroke. Results show improvements in motor impairments, upper extremity function, independence in activities of daily living, as well as better focusing and short-term visual memory following therapy. There was uniformly good acceptance of the technology by the participants which gave it an overall rating of 4.1 out of 5.
BrightArm康复系统是为低功能和高功能个体的综合运动、情感和认知训练而设计的。本文介绍了BrightArm对5名老年熟练护理机构居民慢性中风后的可行性研究。结果显示,治疗后运动障碍、上肢功能、日常生活活动的独立性以及更好的注意力和短期视觉记忆得到改善。参与者对这项技术的接受度一致很高,给了它4.1分(满分5分)的总体评分。
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引用次数: 16
Introducing an user-tailored rehabilitation system for patients in their home and work environment 在病人的家庭和工作环境中,为他们引进一个用户定制的康复系统
Pub Date : 2011-06-27 DOI: 10.1109/ICVR.2011.5971831
M. Hennes, F. Kohler, C. Disselhorst-Klug
Due to the increasing number of patients who need orthopedic interventions, current research focuses progressively more on individualized physiotherapy and postoperative treatment. The restoration and therefore unrestricted movement are strongly connected to the accomplishment of physiotherapeutic exercises (form, repetitions and reproducibility of movement). If exercises are performed at home, less consultation with the therapist and high personal responsibility of the patient is required. In this paper an intelligent cheap and user friendly training system for use in home environment is presented. It evaluates the physiotherapeutic exercise using objective parameters by guiding the patient through the exercise and analyzing his reactions. The system itself was evaluated with 46 persons who performed standard physiotherapeutic exercises. The results show a significant increase in reproducibility of the exercises at home using the training system.
由于越来越多的患者需要骨科干预,目前的研究越来越侧重于个性化的物理治疗和术后治疗。恢复和因此不受限制的运动与物理治疗练习(运动的形式、重复和再现性)的完成密切相关。如果在家中进行锻炼,则需要较少的咨询治疗师和高度的个人责任。本文介绍了一种适用于家庭环境的智能、廉价、用户友好的培训系统。它通过指导患者完成运动并分析其反应,使用客观参数来评估物理治疗运动。该系统本身由46名进行标准物理治疗练习的人进行评估。结果表明,在使用训练系统的家庭练习的可重复性显着增加。
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引用次数: 0
期刊
2011 International Conference on Virtual Rehabilitation
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