| Literature DB >> 27563384 |
Rachel Proffitt1, Belinda Lange2.
Abstract
The objective of this study was to determine the feasibility of a 6-week, game-based, in-home telerehabilitation exercise program using the Microsoft Kinect® for individuals with chronic stroke. Four participants with chronic stroke completed the intervention based on games designed with the customized Mystic Isle software. The games were tailored to each participant's specific rehabilitation needs to facilitate the attainment of individualized goals determined through the Canadian Occupational Performance Measure. Likert scale questionnaires assessed the feasibility and utility of the game-based intervention. Supplementary clinical outcome data were collected. All participants played the games with moderately high enjoyment. Participant feedback helped identify barriers to use (especially, limited free time) and possible improvements. An in-home, customized, virtual reality game intervention to provide rehabilitative exercises for persons with chronic stroke is practicable. However, future studies are necessary to determine the intervention's impact on participant function, activity, and involvement.Entities:
Keywords: Home exercise program; motivation; stroke; virtual reality
Year: 2015 PMID: 27563384 PMCID: PMC4985272 DOI: 10.5195/ijt.2015.6177
Source DB: PubMed Journal: Int J Telerehabil ISSN: 1945-2020
Characteristics of the Participants
| Characteristics | Participant | |||
|---|---|---|---|---|
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| 1 | 2 | 3 | 4 | |
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| ||||
| Gender | M | F | F | M |
| Age (years) | 55 | 54 | 64 | 56 |
| Side of Paresis | L | R | N/A | L |
| Because of your stroke, do you have any difficulty with: | ||||
| Mobility, strength, and fine motor skills (X/36) | 13 | 6 | 2 | 13 |
| Activities of Daily Living (ADLs) (X/21) | 7 | 0 | 0 | 4 |
| Instrumental Activities of Daily Living (IADLs) (X/18) | 4 | 1 | 8 | 3 |
| Fugl-Meyer Assessment-Upper Extremity | 24 | 45 | 66 | 25 |
Note.
Higher score = greater difficulty
Figure 1Mystic Isle game set-up in a participant’s home. The participant is seated and reaching forward with his right arm. Visible are the monitor, the Kinect sensor, the laptop, and the wireless mouse.
Canadian Occupational Performance Measure (COPM) Goals and Associated Game Sessions for Each Participant
| Participant | COPM Goal | Game Session Exercises |
|---|---|---|
| 1 | Walk on uneven ground |
Step up onto platform Reach with right arm Reach with both arms + leg extension exercises |
| Fold laundry |
Reach with left arm Reach with both arms while standing and then sitting | |
| Fasten zippers |
Reach with left arm while standing | |
| Find items in a crowded environment |
Play memory games during sitting and standing tasks | |
| Read faster |
Perform matching games while sitting and standing tasks | |
|
| ||
| 2 | Chop food |
Reach with right arm |
| Kneel to clean bathtub |
Reach with left arm in tall kneeling Squat Sit-to-stand | |
| Use railing while going up/down stairs |
Step forward Reach in standing position | |
| Remember names |
Play Memory games while stepping forward | |
| Put hair in a ponytail |
High reach with right arm | |
|
| ||
| 3 | Reading |
Remember words Choose antonym |
| See items on left side of visual field |
Dual-task game Sort objects | |
| Communicate with others |
Recall words | |
| Manage money during transactions |
Add two numbers Match numbers Remember numbers | |
| Maintain focus for extended periods of time |
Dual-task game for extended period of time (session duration > 10 minutes) | |
|
| ||
| 4 | Fold clothes |
Reach with left and right arm in standing |
| Walk for longer periods of time |
Reach both arms in standing for extended period of time (session duration > 5 minutes) | |
| Walk on sand at beach |
Reach alternately with left and right arms while standing on compliant surface | |
| Stabilize items using impaired side |
Reach with left arm | |
| Button pants |
Reach with left arm | |
Results of Clinical Outcome Measures for Each Participant at Three Time Points
| Clinical Outcome Measure | Baseline | Pre | Post | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fugl-Meyer Assessment-Upper Extremity (x/66) | 24 | 45 | 66 | 25 | 24 | 44 | 66 | 28 | 24 | 42 | 66 | 33 |
| Canadian Occupational Performance Measure | ||||||||||||
| Performance (x/10) | 3.6 | 2.4 | 3.4 | 1.4 | 3.4 | 2.6 | 3.4 | 1.2 | 4.2 | 3.6 | 1.2 | 2 |
| Satisfaction (x/10) | 1 | 2 | 1.8 | 1 | 2.2 | 1.8 | 1.4 | 1 | 2.4 | 2.8 | 4 | 2.2 |
| Activities-specific Balance Confidence Scale (%) | 59.38 | 75.31 | 88.75 | 59.69 | 70.63 | 74.25 | 81.25 | 65.63 | 71.88 | 78.75 | 94.38 | 54.38 |
| Stroke-specific Quality of Life Scale | ||||||||||||
| Energy (x/15) | 7 | 15 | 6 | 13 | 6 | 15 | 11 | 14 | 8 | 15 | 15 | 11 |
| Family Roles (x/15) | 9 | 12 | 5 | 11 | 13 | 12 | 8 | 10 | 12 | 15 | 9 | 11 |
| Language (x/25) | 20 | 25 | 5 | 25 | 24 | 25 | 10 | 23 | 6 | 25 | 15 | 25 |
| Mobility (x/30) | 25 | 30 | 29 | 27 | 14 | 30 | 28 | 20 | 18 | 30 | 30 | 23 |
| Mood (x/25) | 13 | 24 | 13 | 24 | 20 | 23 | 9 | 21 | 22 | 25 | 16 | 21 |
| Personality (x/15) | 5 | 12 | 6 | 12 | 7 | 9 | 6 | 13 | 6 | 13 | 7 | 10 |
| Self-Care (x/25) | 12 | 24 | 23 | 24.5 | 14 | 24 | 19 | 21 | 22 | 22 | 25 | 21 |
| Social Roles (x/25) | 17 | 16 | 5 | 18 | 8 | 10 | 10 | 12 | 10 | 20 | 17 | 15 |
| Thinking (x/15) | 8 | 15 | 3 | 9 | 6 | 15 | 6 | 9 | 8 | 15 | 3 | 10 |
| Upper Extremity Function (x/25) | 12 | 23 | 20 | 13 | 14 | 20 | 20 | 9 | 14 | 24 | 21 | 11 |
| Vision (x/15) | 13 | 15 | 13 | 15 | 12 | 15 | 11 | 15 | 14 | 15 | 13 | 15 |
| Work/Productivity (x/15) | 14 | 8 | 9 | 8 | 8 | 13 | 9 | 9 | 6 | 9 | 9 | 10 |
| Total (x/245) | 155 | 219 | 137 | 199.5 | 146 | 211 | 147 | 176 | 146 | 228 | 180 | 183 |