Yuping Chen1, Sergio Garcia-Vergara2, Ayanna M Howard2. 1. a Department of Physical Therapy , Georgia State University , Atlanta , GA , USA. 2. b School of Electrical and Computer Engineering , Georgia Institute of Technology , Atlanta , GA , USA.
Abstract
PURPOSE: To examine whether children with or without cerebral palsy (CP) would follow a humanoid robot's (i.e., Darwin) feedback to move their arm faster when playing virtual reality (VR) games. METHODS: Seven children with mild CP and 10 able-bodied children participated. Real-time reaching was evaluated by playing the Super Pop VRTM system, including 2-game baseline, 3-game acquisition, and another 2-game extinction. During acquisition, Darwin provided verbal feedback to direct the child to reach a kinematically defined target goal (i.e., 80% of average movement time in baseline). Outcome variables included the percentage of successful reaches ("% successful reaches"), movement time (MT), average speed, path, and number of movement units. RESULTS: All games during acquisition and extinction had larger "%successful reaches," faster speeds, and faster MTs than the 2 games during baseline (p < .05). CONCLUSION: Children with and without CP could follow the robot's feedback for changing their reaching kinematics when playing VR games.
PURPOSE: To examine whether children with or without cerebral palsy (CP) would follow a humanoid robot's (i.e., Darwin) feedback to move their arm faster when playing virtual reality (VR) games. METHODS: Seven children with mild CP and 10 able-bodied children participated. Real-time reaching was evaluated by playing the Super Pop VRTM system, including 2-game baseline, 3-game acquisition, and another 2-game extinction. During acquisition, Darwin provided verbal feedback to direct the child to reach a kinematically defined target goal (i.e., 80% of average movement time in baseline). Outcome variables included the percentage of successful reaches ("% successful reaches"), movement time (MT), average speed, path, and number of movement units. RESULTS: All games during acquisition and extinction had larger "%successful reaches," faster speeds, and faster MTs than the 2 games during baseline (p < .05). CONCLUSION:Children with and without CP could follow the robot's feedback for changing their reaching kinematics when playing VR games.
Authors: Agathe Blanchard; Sao Mai Nguyen; Maxime Devanne; Mathieu Simonnet; Myriam Le Goff-Pronost; Olivier Rémy-Néris Journal: Biomed Res Int Date: 2022-03-09 Impact factor: 3.411