Wei Pin Huang1, Chia Cheng Wang2, Jo Hua Hung2, Kai Chun Chien2, Wen-Yu Liu2, Chih-Hsiu Cheng3, How-Hing Ng2, Yang-Hua Lin3. 1. Department of Physical Therapy and Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taiwan ; Department of Physical Therapy, Hungkuang University, Taiwan. 2. Department of Physical Therapy and Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taiwan. 3. Department of Physical Therapy and Graduate Institute of Rehabilitation Science, College of Medicine, Chang Gung University, Taiwan ; Healthy Aging Research Center, Chang Gung University, Taiwan.
Abstract
[Purpose] This study aimed to determine the effectiveness of joystick-controlled video console games in enhancing subjects' ability to control power wheelchairs. [Subjects and Methods] Twenty healthy young adults without prior experience of driving power wheelchairs were recruited. Four commercially available video games were used as training programs to practice joystick control in catching falling objects, crossing a river, tracing the route while floating on a river, and navigating through a garden maze. An indoor power wheelchair driving test, including straight lines, and right and left turns, was completed before and after the video game practice, during which electromyographic signals of the upper limbs were recorded. The paired t-test was used to compare the differences in driving performance and muscle activities before and after the intervention. [Results] Following the video game intervention, participants took significantly less time to complete the course, with less lateral deviation when turning the indoor power wheelchair. However, muscle activation in the upper limbs was not significantly affected. [Conclusion] This study demonstrates the feasibility of using joystick-controlled commercial video games to train individuals in the control of indoor power wheelchairs.
[Purpose] This study aimed to determine the effectiveness of joystick-controlled video console games in enhancing subjects' ability to control power wheelchairs. [Subjects and Methods] Twenty healthy young adults without prior experience of driving power wheelchairs were recruited. Four commercially available video games were used as training programs to practice joystick control in catching falling objects, crossing a river, tracing the route while floating on a river, and navigating through a garden maze. An indoor power wheelchair driving test, including straight lines, and right and left turns, was completed before and after the video game practice, during which electromyographic signals of the upper limbs were recorded. The paired t-test was used to compare the differences in driving performance and muscle activities before and after the intervention. [Results] Following the video game intervention, participants took significantly less time to complete the course, with less lateral deviation when turning the indoor power wheelchair. However, muscle activation in the upper limbs was not significantly affected. [Conclusion] This study demonstrates the feasibility of using joystick-controlled commercial video games to train individuals in the control of indoor power wheelchairs.
Power wheelchairs (PW) are essential for many individuals who have mobility impairments and
locomotion restrictions. Those who benefit from power wheelchairs improve and satisfy their
functionality, increase participation in healthcare, education and social activities1). Most wheelchair use occurring at home in a
limited space is vulnerable to collisions2, 3). To use power wheelchairs safely and
effectively, skill-training for the wheelchair user has been recognized as an important
component of power wheelchair provision4, 5), and learning in an indoor environment is
critical for wheelchair driving. A series of driver skill-training sessions for power
wheelchair users was conducted by the Kirby and Mountain Group in which wheelchair-skills
assessment and training was given to teach power wheelchair driving skills to long-term
wheelchair users as well as subjects suffering from stroke6,7,8).Training for power wheelchairs is usually practiced in realistic situations, to avoid
leaving inexperienced users susceptible to collisions and other accidents. As Jipp noted, PW
users’ aiming, precision, and arm/hand speed contribute significantly to both safety
(numbers of collisions) and efficiency (time required to reach certain goals); i.e. those
with lower fine motor abilities have more collisions and require more time to reach certain
goals9). Performance in the driving of
power wheelchairs, as Massengale reported, is strongly associated with visual perception,
ocular motor function, stereo-depth perception, and alertness to the environment10). Virtual reality programs have been
developed for training driving skills to improve the use of a mobility device11). In a 90-second session of 3D immersion
video game training, 10 of 13 participants with mild-to-moderate brain injuries showed
improvements in game performance time and precision, and arm movement through adaptation of
arm-postural coordination strategies, and also displayed an immediate increase in arm
forward reach and single-leg stance time12).Power wheelchairs are commonly operated using a joystick similar to those used by video
game consoles. The provision of contact and interaction to facilitate object manipulation is
an important strategy for nurturing learning performance13). Computer gaming develops skills such as decision-making, resource
management, visual acuity, memory, and motor skills14). Hungspreugs and Poon designed computer games specifically to
develop skill in using joysticks, including “Catch the Butterfly” and “Bump & Go”15). Children in particular could learn how to
operate a joystick prior to trying a power wheelchair, while simultaneously having fun. A
variety of games that use joysticks are available for computers or video game consoles,
making them cost-effective and user-friendly. This study sought to overcome the lack of
research on whether commercial video console games can provide effective practice in
joystick control in preparation for driving an indoor power wheelchair. Moreover as our
previous study showed, the muscle effort needed for driving an indoor power wheelchair is an
important issue for clinicians and could be useful as a reference for prescription. Thus,
the purposes of this study were to determine whether the subjects who played
joystick-controlled video console games showed better performances in indoor driving a power
wheelchair, as well as greater muscle activity in the upper limbs during driving.
Twenty subjects (13 males and 7 females) between 19 and 21 years of age were recruited. All
the participants completed the joystick practice as well as the indoor driving test. The
results of the indoor driving test are presented in Table 1. The time spent turning and deviations in overall turning were reduced after
joystick practice (p<0.05). However, no statistically significant change was observed in
the activation of upper limb muscles after joystick practice.
Table 1.
Driving performance and muscle activities of the upper limb (%MVC) before and
after video game practice
Driving performance
Straight
R turn
L turn
Pre
Post
Effect size
Pre
Post
Effect size
Pre
Post
Effect size
Completion time (sec)
6.8±0.6
6.5±0.2
0.671
9.4±1.5
8.6±1.3*
0.570
8.7±1.0
8.2±0.8*
0.552
Lateral deviation (cm)
2.1±1.3
1.6±0.7
0.479
6.5±0.8
4.7±1.1*
1.872
6.1±0.8
4.4±1.1*
2.080
Muscle activity
Biceps (%)
0.5±0.8
0.8±1.6
0.237
0.5±0.8
0.7±0.7
0.266
0.9±1.0
0.9±1.3
<0.001
Triceps (%)
1.6±1.8
2.7±4.8
0.303
3.8±5.7
4.2±0.5
0.099
4.1±5.8
4.8±8.1
0.099
Flexor carpi radialis (%)
5.8±4.3
5.5±5.1
0.064
7.3±4.8
9.6±9.5
0.306
13.5±9.2
13.8±10.2
0.031
Extensor carpi radialis (%)
4.1±3.1
3.7±2.5
0.142
6.0±5.3
5.9±3.7
0.022
4.8±3.0
3.9±2.9
0.305
* indicates a significant difference between pre- and post-practice
* indicates a significant difference between pre- and post-practice
DISCUSSION
Commercial video console games are a feasible option for simulating the joystick
manipulation required for driving power wheelchairs, as an alternative to training in the
field for collision avoidance. The effectiveness of this approach was demonstrated by the
reduction in driving deviation and time to complete left turns. However, muscular effort
remained the same in the upper limbs after the training. Joystick manipulation skills
learned while playing video games can translate to driving an actual power wheelchair,
making this a viable approach to the training and assessment of performance in the use of
power wheelchairs prior to on-site clinical practice.The muscle activity during the driving test showed that the elbow extensors and the flexors
of the wrist and hand contributed more to joystick control. When turning to the left, the
flexors of the wrist and hand showed greater effort in control of the driving direction
through wrist and hand flexion. The video console game practice was completed in just 10
minutes, which may have been too short to alter muscular activity. Future research should
include kinematic measurements in conjunction with the recording of muscle activation to
determine the smoothness of joystick operation. In addition, the EMG recording of the FCR
and ECR may be measuring both wrist and hand muscles as the anatomical alignment is
close.This study had several limitations. First of all, this was a study with within-subject
design since only novice young adults participated. We did not provide any control
participants, who did not practice the video console games. In other words, the healthy
individuals participating in this study demonstrated how visual attention, muscle activities
of the upper extremity, and operation of an electric wheelchair are affected by practice of
video games as a reference for further clinical assessment and planning of power wheelchair
prescriptions in clinical settings. In the future, the results of this study could be used
for comparisons with the performances achieved by patients with motor impairments who
practice video console games.The results of this study were also limited to immediate effectiveness. Therefore, to
improve PW maneuverability in a real environment, a practice protocol should be devised for
more systematic training. Moreover, a large-scale randomized clinical trial to evaluate the
long-term effects of this kind of intervention practiced in multiple sessions on the driving
performance of joystick maneuver is warranted. Furthermore, although the use of assistive
devices has been reported for personal activities of daily living and mobility, the design
of video games considering social participation is also desirable1). The concepts of client-centered task-oriented training17) could also be applied to the development
of video console games for personal activities of daily living and social participation.Video console games are a popular recreational activity for both children and adults, and
can be used to train the skills required to drive power mobility devices. Such practice
might also benefit the elderly population who require power wheelchairs for mobility.
Authors: Catelijne Victorien Erren-Wolters; Henk van Dijk; Alexander C de Kort; Maarten J Ijzerman; Michiel J Jannink Journal: Int J Rehabil Res Date: 2007-06 Impact factor: 1.479
Authors: Ksenia I Ustinova; Wesley A Leonard; Nicholas D Cassavaugh; Christopher D Ingersoll Journal: J Neuroeng Rehabil Date: 2011-10-31 Impact factor: 4.262