Literature DB >> 24025439

Requirements for and impact of a serious game for neuro-pediatric robot-assisted gait training.

Rob Labruyère1, Corinna N Gerber, Karin Birrer-Brütsch, Andreas Meyer-Heim, Hubertus J A van Hedel.   

Abstract

We investigated whether children with neurological gait disorders who walked in a driven gait orthosis could adjust their participation level according to the demands of a newly developed rehabilitation game. We further investigated if cognitive capacity and motor impairment influenced game performance. Nineteen children with neurological gait disorders (mean age: 13.4 y, 42% girls) participated. To quantify game participation, electromyographic muscle activity (M. rectus femoris) and heart rate were compared in a demanding part and a less demanding part of the game. Cognitive capacity was assessed with the Test of Nonverbal Intelligence (TONI-4). Furthermore, the Functional Independence Measure for Children (WeeFIM), Manual Muscle Tests and a therapist-derived score of how well the child was able to train were assessed. Results showed that muscle activity and heart rate were higher during the demanding part of the game (30.7 ± 22.6 μV; 129.4 ± 15.7 bpm) compared to the less demanding part (16.0 ± 13.4 μV; 124.1 ± 15.9 bpm; p<0.01 for both measures). Game performance correlated moderately with the TONI-4 (r=0.50, p=0.04) and the cognition subscale of the WeeFIM (ρ=0.59, p=0.01). The therapist-derived score correlated significantly with game performance (p=0.75, p<0.01) and the ability to modify muscle activity to the demands of the game (p=-0.72, p<0.01). Receiver operating characteristic analyses revealed that the latter factor differentiated well between those children suitable for the game and those not. We conclude that children with neurological gait disorders are able to modify their activity to the demands of the VR-scenario. However, cognitive function and motor impairment determine to which extent. These results are important for clinical decision-making.
Copyright © 2013 Elsevier Ltd. All rights reserved.

Entities:  

Keywords:  Cerebral palsy; EMG; Heart rate; Lokomat; Motor learning; Muscle activation pattern; Receiver operating characteristics; Therapy; Walking

Mesh:

Year:  2013        PMID: 24025439     DOI: 10.1016/j.ridd.2013.07.031

Source DB:  PubMed          Journal:  Res Dev Disabil        ISSN: 0891-4222


  10 in total

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Authors:  Daniel Schliessmann; Christian Schuld; Matthias Schneiders; Steffen Derlien; Maria Glöckner; Till Gladow; Norbert Weidner; Rüdiger Rupp
Journal:  Front Hum Neurosci       Date:  2014-06-12       Impact factor: 3.169

2.  Quantifying selective elbow movements during an exergame in children with neurological disorders: a pilot study.

Authors:  Hubertus J A van Hedel; Nadine Häfliger; Corinna N Gerber
Journal:  J Neuroeng Rehabil       Date:  2016-10-21       Impact factor: 4.262

3.  Advanced Robotic Therapy Integrated Centers (ARTIC): an international collaboration facilitating the application of rehabilitation technologies.

Authors:  Hubertus J A van Hedel; Giacomo Severini; Alessandra Scarton; Anne O'Brien; Tamsin Reed; Deborah Gaebler-Spira; Tara Egan; Andreas Meyer-Heim; Judith Graser; Karen Chua; Daniel Zutter; Raoul Schweinfurther; J Carsten Möller; Liliana P Paredes; Alberto Esquenazi; Steffen Berweck; Sebastian Schroeder; Birgit Warken; Anne Chan; Amber Devers; Jakub Petioky; Nam-Jong Paik; Won-Seok Kim; Paolo Bonato; Michael Boninger
Journal:  J Neuroeng Rehabil       Date:  2018-04-06       Impact factor: 4.262

4.  Effectiveness of robot-assisted gait training in children with cerebral palsy: a bicenter, pragmatic, randomized, cross-over trial (PeLoGAIT).

Authors:  C Ammann-Reiffer; C H G Bastiaenen; A D Meyer-Heim; H J A van Hedel
Journal:  BMC Pediatr       Date:  2017-03-02       Impact factor: 2.125

5.  Robotic Technology in Pediatric Neurorehabilitation. A Pilot Study of Human Factors in an Italian Pediatric Hospital.

Authors:  Francesco Gilardi; Federica De Falco; Daniela Casasanta; Martina Andellini; Simone Gazzellini; Maurizio Petrarca; Andreina Morocutti; Donatella Lettori; Matteo Ritrovato; Enrico Castelli; Massimiliano Raponi; Nicola Magnavita; Salvatore Zaffina
Journal:  Int J Environ Res Public Health       Date:  2020-05-17       Impact factor: 3.390

Review 6.  Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review.

Authors:  Marco Iosa; Cristiano Maria Verrelli; Amalia Egle Gentile; Martino Ruggieri; Agata Polizzi
Journal:  Front Pediatr       Date:  2022-01-28       Impact factor: 3.418

7.  Affective States and Virtual Reality to Improve Gait Rehabilitation: A Preliminary Study.

Authors:  Jafet Rodriguez; Carolina Del-Valle-Soto; Javier Gonzalez-Sanchez
Journal:  Int J Environ Res Public Health       Date:  2022-08-03       Impact factor: 4.614

8.  Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders.

Authors:  Mohamad Idriss; Halim Tannous; Dan Istrate; Anaick Perrochon; Jean-Yves Salle; Marie-Christine Ho Ba Tho; Tien-Tuan Dao
Journal:  JMIR Serious Games       Date:  2017-07-04       Impact factor: 4.143

9.  Dual-task training of children with neuromotor disorders during robot-assisted gait therapy: prerequisites of patients and influence on leg muscle activity.

Authors:  Sandra Ricklin; Andreas Meyer-Heim; Hubertus J A van Hedel
Journal:  J Neuroeng Rehabil       Date:  2018-09-17       Impact factor: 4.262

10.  Improving Maximal Strength in the Initial Postoperative Phase After Anterior Cruciate Ligament Reconstruction Surgery: Randomized Controlled Trial of an App-Based Serious Gaming Approach.

Authors:  Jan-Dierk Clausen; Niclas Nahen; Hauke Horstmann; Florian Lasch; Werner Krutsch; Christian Krettek; Thomas Sanjay Weber-Spickschen
Journal:  JMIR Serious Games       Date:  2020-01-24       Impact factor: 4.143

  10 in total

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