| Literature DB >> 26921185 |
Mónica S Cameirão1,2, Asim Smailagic3, Guangyao Miao4, Dan P Siewiorek5.
Abstract
BACKGROUND: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming.Entities:
Mesh:
Year: 2016 PMID: 26921185 PMCID: PMC4769516 DOI: 10.1186/s12984-016-0127-8
Source DB: PubMed Journal: J Neuroeng Rehabil ISSN: 1743-0003 Impact factor: 4.262
Fig. 1Experimental setup and training modes. a) Users perform the exercise while standing and facing a computer screen. Movements are tracked using a Kinect sensor. b) Coaching mode: users receive positive and encouraging feedback on each movement sequence. c) Gaming mode: the elbow flexion and extension task is mapped to a fishing task within a serious game
Summary of metrics within the Compliance, Movement Execution and Performance domains for healthy participants for the three experimental conditions
| Variable | Control | Coaching | Gaming |
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| Compliance | ||||
| Nr Repetitions |
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| Total Movement (m) |
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| Movement Execution | ||||
| Duration (s) | 1.67 (0.47) | 1.44 (0.55) | 1.24 (0.63) | 0.074 |
| Duration Variability (s) |
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| Range of Motion (m) | 0.69 (0.11) | 0.68 (0.15) | 0.67 (0.13) | 0.387 |
| Range of Motion Variability (m) | 0.04 (0.02) | 0.04 (0.04) | 0.04 (0.02) | 0.387 |
| Travel Distance (m) |
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| Travel Distance Variability (m) |
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| Movement Efficiency |
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| Performance | ||||
| Score |
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| Score Variability |
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The values are represented as median (IQR), together with the probability values resulting from the Friedman test. Bold values indicate a significant effect
Fig. 2Compliance in the three experimental conditions for healthy participants. a) The total number of repetitions (number of elbow flexion and extension sequences) is significantly lower during the gaming mode. b) The same trend is observed for the total amount of movement of the end effector during the training session. ** p < .001
Fig. 3Movement execution metrics in the three experimental conditions for healthy participants (HP). a) Duration of movements; b) Median travel distance computed as the length of the trajectory between start and end positions; and c) Movement efficiency computed as the ratio between the range of motion and the travel distance. ** p < .001
Fig. 4Hand trajectories during training. The trajectories shown were recorded over one block of a) coaching and b) gaming for a 45 years old female. The figures show a front view of the participant, who performed the exercises with her right arm
Fig. 5Performance in the three experimental conditions for healthy participants. a) Median score per participant over all elbow flexion and extension movement sequences; and b) Variability (IQR) in score. ** p < .001
Median ratings per statement in the self-report questionnaire for healthy participants
| Question | Coaching | Gaming |
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|---|---|---|---|
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| 4.0 (1.0) | 4.0 (1.0) | 0.053 |
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| 3.0 (2.0) | 4.0 (2.0) | 0.293 |
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| 5.0 (0.0) | 5.0 (0.0) | 0.317 |
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| 5.0 (1.0) | 5.0 (1.0) | 1.000 |
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| 1.0 (1.0) | 1.0 (1.0) | 0.655 |
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| 2.0 (2.0) | 2.0 (1.0) | 0.680 |
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| 4.0 (3.0) | 4.0 (2.0) | 0.161 |
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| 5.0 (1.0) | 5.0 (1.0) | 1.000 |
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| 4.0 (2.0) | 4.0 (2.0) | 0.527 |
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| 4.0 (2.0) | -- | -- |
Bold values indicate a significant effect
Demographic information of stroke survivors. In the Stroke Impact Scale, each domain has a maximum score of 100. The Physical Domain encompasses strength, hand function, mobility, and ADL/IADL
| Variable | S1 | S2 | S3 | S4 | S5 |
|---|---|---|---|---|---|
| Demographics | |||||
| Age | 59 | 62 | 52 | 57 | 53 |
| Gender (M/F) | M | M | M | F | M |
| Months post stroke | 175 | 113 | 114 | 183 | 58 |
| Stroke type (Ischemic/Hemorrhagic) | H | H | I | - | H |
| Paretic Arm (L/R) | L | R | L | R | L |
| Stroke Impact Scale | |||||
| Physical Domain | 79.7 | 96.9 | 40.2 | 94.6 | 60.6 |
| Memory | 82.1 | 100 | 67.9 | 89.3 | 50.0 |
| Communication | 89.3 | 100 | 92.9 | 96.4 | 64.3 |
| Emotion | 80.6 | 97.2 | 58.3 | 91.7 | 61.1 |
| Handicap | 81.3 | 93.8 | 75.0 | 96.9 | 50.0 |
| Stroke Recovery | 70 | 95 | 65 | 95 | 75 |
Compliance, Movement Execution and Performance metrics for stroke survivors for the 3 experimental conditions
| Variable | S1 | S2 | S3 | S4 | S5 | Med (IQR) | ||
|---|---|---|---|---|---|---|---|---|
| Control | Coaching | Gaming | ||||||
| Compliance | ||||||||
| Nr Repetitions | 108/91/72 | 120/126/58 | 110/125/47 | 115/119/54 | 135/159/158 | 115.0 (19) | 125.0 (38) | 58.0 (65) |
| Total Movement (m) | 194.7/158.7/93.0 | 154.4/154.6/74.6 | 36.2/39.2/19.8 | 100.5/98.8/60.8 | 101.7/106.1/135.1 | 101.7 (106.2) | 106.1 (87.6) | 74.6 (73.7) |
| Movement Execution | ||||||||
| Duration (s) | 1.10/1.09/1.17 | 1.74/2.01/1.61 | 1.60/1.43/1.70 | 1.84/1.83/1.72 | 1.94/1.80/1.82 | 1.74 (0.54) | 1.80 (0.66) | 1.70 (0.38) |
| Duration Variability (s) | 0.56/0.99/0.32 | 0.75/0.67/2.85 | 0.71/0.80/0.49 | 0.66/0.44/1.34 | 0.28/0.29/0.80 | 0.66 (0.31) | 0.67 (0.53) | 0.80 (1.69) |
| Range of Motion (m) | 0.96/0.91/0.76 | 0.84/0.80/0.83 | 0.17/0.14/0.15 | 0.67/0.65/0.69 | 0.62/0.60/0.67 | 0.67 (0.50) | 0.65 (0.49) | 0.69 (0.38) |
| Range of Motion Variability (m) | 0.07/0.05/0.07 | 0.05/0.03/0.03 | 0.06/0.05/0.04 | 0.05/0.08/0.06 | 0.04/0.06/0.09 | 0.05 (0.02) | 0.05 (0.02) | 0.06 (0.04) |
| Travel Distance (m) | 1.27/1.25/0.99 | 1.21/1.16/1.12 | 0.26/0.23/0.19 | 0.88/0.89/0.92 | 0.77/0.76/0.83 | 0.88 (0.73) | 0.89 (0.71) | 0.92 (0.55) |
| Travel Distance Variability (m) | 0.40/0.30/0.18 | 0.20/0.15/0.14 | 0.18/0.20/0.11 | 0.10/0.11/0.11 | 0.08/0.06/0.17 | 0.18 (0.21) | 0.15 (0.16) | 0.14 (0.07) |
| Move Efficiency | 0.75/0.73/0.77 | 0.70/0.69/0.74 | 0.66/0.59/0.79 | 0.76/0.74/0.75 | 0.81/0.79/0.81 | 0.75 (0.10) | 0.73 (0.13) | 0.77 (0.06) |
| Performance | ||||||||
| Score | 6.9/6.4/7.0 | 8.6/8.3/8.4 | 7.2/7.6/8.0 | 7.8/8.1/7.9 | 8.4/6.3/8.1 | 7.8 (1.5) | 7.6 (1.8) | 8.0 (0.8) |
| Score Variability | 1.0/0.9/1.1 | 0.6/0.8/0.8 | 1.3/1.2/0.5 | 0.9/0.6/0.6 | 1.5/1.6/1.6 | 1.0 (0.7) | 0.9 (0.7) | 0.8 (0.8) |
Median ratings per statement in the self-report questionnaire for stroke survivors
| Question | Coaching | Gaming |
|---|---|---|
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| 3.0 (1.0) | 5.0 (1.0) |
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| 4.0 (2.0) | 4.0 (2.0) |
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| 4.0 (2.0) | 4.0 (2.0) |
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| 5.0 (2.0) | 4.0 (2.0) |
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| 2.0 (1.0) | 2.0 (1.0) |
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| 4.0 (1.0) | 4.0 (1.0) |
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| 2.0 (1.0) | 2.0 (2.0) |
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| 3.0 (1.0) | 3.0 (3.0) |
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| 4.0 (2.0) | 4.0 (2.0) |
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| 5.0 (2.0) | 5.0 (1.0) |
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| 4.0 (1.0) | 4.0 (2.0) |
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| 4.0 (2.0) | -- |
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| 4.0 (1.0) | 4.0 (1.0) |
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| 4.0 (2.0) | 4.0 (2.0) |
Overview of main results for coaching and gaming modes. The table reflects the results of significant pairwise comparisons between coaching and gaming modes for healthy participants
| Coaching vs Gaming | |
|---|---|
| Number of repetitions | Coaching > Gaming |
| Total movement | Coaching > Gaming |
| Duration of movements | Coaching > Gaming |
| Travel distance | Coaching > Gaming |
| Movement efficiency | Gaming > Coaching |
| Score | Gaming > Coaching |
| Enjoyment | Gaming > Coaching |
| Perceived usefulness | Coaching > Gaming |