Literature DB >> 20302419

An affordable, computerised, table-based exercise system for stroke survivors.

Marcus King1, Leigh Hale, Anna Pekkari, Martin Persson, Malin Gregorsson, Mikaela Nilsson.   

Abstract

PURPOSE: Loss of hand function as a result of upper limb paresis after a stroke leads to reduced independence. Robotic-assisted therapy with virtual reality leads to improvements in motor function, but there is a need to improve the cost-benefit ratio of these therapies. This case series study investigated augmented reality computer games which provided a rewarded, goal-directed task to upper limb rehabilitation via a gravity supported reaching task.
METHODS: A computer game was developed to motivate chronic stroke survivors to undertake gravity supported reaching tasks performed on a table, and a focus group study investigated the application of this device for rehabilitation. From the focus group, a simple device was developed to improve the quality of the exercise and a further focus group study investigated a variety of computer games to determine motivations for undertaking rehabilitation exercises.
RESULTS: Of the four participants in the case study, two showed improvement in ability to play the game and in arm function. Participants enjoyed playing a range of computer games and felt that the system provided a worthwhile exercise. Motivation for undertaking exercise with the system included: intellectual stimulation during game play, feedback such as game score, gaining physical benefits from the exercise, the system tolerating varying levels of disability, ability to relate to the game and ability to use the system in social groups.
CONCLUSIONS: A low-cost device has been developed which increases the exercise of gravity supported reaching movements, provides goal-directed tasks with rewards and motivates the user to undertake extended rehabilitation.

Entities:  

Mesh:

Year:  2010        PMID: 20302419     DOI: 10.3109/17483101003718161

Source DB:  PubMed          Journal:  Disabil Rehabil Assist Technol        ISSN: 1748-3107


  5 in total

1.  User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability Study.

Authors:  Bernadette C Tobler-Ammann; Elif Surer; Ruud H Knols; N Alberto Borghese; Eling D de Bruin
Journal:  JMIR Serious Games       Date:  2017-08-25       Impact factor: 4.143

2.  The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - a cross-sectional randomized study.

Authors:  Andréa Fernanda Leal; Talita Dias da Silva; Priscila Bianchi Lopes; Shayan Bahadori; Luciano Vieira de Araújo; Murillo Vinicius Brandão da Costa; Íbis Ariana Peña de Moraes; Ricardo Henrique Marques; Tania Brusque Crocetta; Luiz Carlos de Abreu; Carlos Bandeira de Mello Monteiro
Journal:  J Neuroeng Rehabil       Date:  2020-04-29       Impact factor: 4.262

3.  A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014.

Authors:  Arindam Dey; Mark Billinghurst; Robert W Lindeman; J Edward Swan
Journal:  Front Robot AI       Date:  2018-04-17

Review 4.  The effects of virtual reality training in stroke and Parkinson's disease rehabilitation: a systematic review and a perspective on usability.

Authors:  Ksenija Sevcenko; Ingrid Lindgren
Journal:  Eur Rev Aging Phys Act       Date:  2022-01-25       Impact factor: 3.878

Review 5.  A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation-A Literature Review.

Authors:  Benjamin Butz; Alexander Jussen; Asma Rafi; Gregor Lux; Jens Gerken
Journal:  Healthcare (Basel)       Date:  2022-03-30
  5 in total

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