Literature DB >> 25221845

Influence of complementing a robotic upper limb rehabilitation system with video games on the engagement of the participants: a study focusing on muscle activities.

Chong Li1, Zoltán Rusák, Imre Horváth, Linhong Ji.   

Abstract

Efficacious stroke rehabilitation depends not only on patients' medical treatment but also on their motivation and engagement during rehabilitation exercises. Although traditional rehabilitation exercises are often mundane, technology-assisted upper-limb robotic training can provide engaging and task-oriented training in a natural environment. The factors that influence engagement, however, are not fully understood. This paper therefore studies the relationship between engagement and muscle activities as well as the influencing factors of engagement. To this end, an experiment was conducted using a robotic upper limb rehabilitation system with healthy individuals in three training exercises: (a) a traditional exercise, which is typically used for training the grasping function, (b) a tracking exercise, currently used in robot-assisted stroke patient rehabilitation for fine motor movement, and (c) a video game exercise, which is a proliferating approach of robot-assisted rehabilitation enabling high-level active engagement of stroke patients. These exercises differ not only in the characteristics of the motion that they use but also in their method of triggering engagement. To measure the level of engagement, we used facial expressions, motion analysis of the arm movements, and electromyography. The results show that (a) the video game exercise could engage the participants for a longer period than the other two exercises, (b) the engagement level decreased when the participants became too familiar with the exercises, and (c) analysis of normalized root mean square in electromyographic data indicated that muscle activities were more intense when the participants are engaged. This study shows that several sub-factors on engagement, such as versatility of feedback, cognitive tasks, and competitiveness, may influence engagement more than the others. To maintain a high level of engagement, the rehabilitation system needs to be adaptive, providing different exercises to engage the participants.

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Year:  2014        PMID: 25221845     DOI: 10.1097/MRR.0000000000000076

Source DB:  PubMed          Journal:  Int J Rehabil Res        ISSN: 0342-5282            Impact factor:   1.479


  4 in total

1.  Home-Based Functional Electrical Stimulation-Assisted Hand Therapy Video Games for Children With Hemiplegia: Development and Proof-of-Concept.

Authors:  Michael J Fu; Anna Curby; Ryan Suder; Benjamin Katholi; Jayme S Knutson
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2020-05-11       Impact factor: 3.802

2.  Using health games for rehabilitation of patients with infantile cerebral palsy.

Authors:  Wan-Chen Lee; Miriam C Reyes-Fernández; Rubén Posada-Gómez; Ulises Juárez-Martínez; Albino Martínez-Sibaja; Giner Alor-Hernández
Journal:  J Phys Ther Sci       Date:  2016-08-31

3.  A Novel Robot-Aided Upper Limb Rehabilitation Training System Based on Multimodal Feedback.

Authors:  Lizheng Pan; Lu Zhao; Aiguo Song; Zeming Yin; Shigang She
Journal:  Front Robot AI       Date:  2019-11-08

4.  Comparative Effectiveness of Robot-Assisted Training Versus Enhanced Upper Extremity Therapy on Upper and Lower Extremity for Stroke Survivors: A Multicentre Randomized Controlled Trial.

Authors:  Yingnan Lin; Qin-Ying Li; Qingming Qu; Li Ding; Zhen Chen; Fubiao Huang; Shihong Hu; Wei Deng; Fengxian Guo; Chuankai Wang; Panmo Deng; Li Li; Hao Jin; Cong Gao; Beibei Shu; Jie Jia
Journal:  J Rehabil Med       Date:  2022-08-26       Impact factor: 3.959

  4 in total

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