| Literature DB >> 31905653 |
Louise Brennan1,2,3, Enrique Dorronzoro Zubiete4, Brian Caulfield2,3.
Abstract
Digital biofeedback systems (DBSs) are used in physical rehabilitation to improve outcomes by engaging and educating patients and have the potential to support patients while doing targeted exercises during home rehabilitation. The components of feedback (mode, content, frequency and timing) can influence motor learning and engagement in various ways. The feedback design used in DBSs for targeted exercise home rehabilitation, as well as the evidence underpinning the feedback and how it is evaluated, is not clearly known. To explore these concepts, we conducted a scoping review where an electronic search of PUBMED, PEDro and ACM digital libraries was conducted from January 2000 to July 2019. The main inclusion criteria included DBSs for targeted exercises, in a home rehabilitation setting, which have been tested on a clinical population. Nineteen papers were reviewed, detailing thirteen different DBSs. Feedback was mainly visual, concurrent and descriptive, frequently providing knowledge of results. Three systems provided clear rationale for the use of feedback. Four studies conducted specific evaluations of the feedback, and seven studies evaluated feedback in a less detailed or indirect manner. Future studies should describe in detail the feedback design in DBSs and consider a robust evaluation of the feedback element of the intervention to determine its efficacy.Entities:
Keywords: biofeedback; exercise; feedback; physiotherapy; rehabilitation; wearable sensors
Mesh:
Year: 2019 PMID: 31905653 PMCID: PMC6982782 DOI: 10.3390/s20010181
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Components of feedback. KR 1 = knowledge of results; KP 2 = knowledge of performance.
Search strategy.
| Database | Search Strategy |
|---|---|
| PubMed | ((mobile app* OR mhealth OR mobile health OR ehealth OR smartphone OR acceleromet* OR wearable OR sensor system OR sensor-based system OR IMU OR inertial measurement unit* OR internet) AND (biofeedback OR bio-feedback OR feedback) AND (rehabilitation OR physiotherapy* OR physical therap*)) |
| ACM | (+ (web internet “mobile app*” mhealth “mobile health” ehealth smartphone acceleromet* wearable “sensor system” “sensor-based system” IMU “inertial measurement unit*”) + (biofeedback “bio-feedback” feedback) + (rehabilitation physiotherapy* “physical therapist” “home exercise”)) |
| PEDro | Biofeedback ‘Feedback technology’ Mhealth ‘Technology rehabilitation’ ‘Mobile rehabilitation’ ‘Mobile exercise’ ‘Wearable’ ‘Sensor exercise’ |
Figure 2Flow diagram of the search strategy.
Characteristics of the systems.
| Ref | Clinical Context | System Components | Feedback Design |
|---|---|---|---|
| Ananthanarayan et al., 2013 [ | Condition: Chronic knee pain/post knee surgery | Input sensor: neoprene bend sensor at back of knee, held in place by neoprene sleeves around thigh and calf | As user bends the knee, bars of electroluminescent wire light up; fully lit bars indicate full knee bend. |
| Argent et al., 2019 [ | Condition: TKR 1 or UKR 2 | Input sensor: IMU 3 in sleeve around calfFeedback device: tablet with application | Tablet application displays a 3D human avatar mirroring user’s lower limb movement. Repetitions are indicated with beeping noise and on-screen counter. A text report provides technique feedback. |
| Ayoade et al., 2013 [ | Condition: TKR; falls | Input sensor: IMU (two for knee module, six for falls) | A stick-figure avatar simulates lower limb (knee) or body (falls) movements. The knee module contains a coloured fan graphic to indicate ROM progress, with corresponding colours indicating ROM per-repetition and a weekly progress chart. |
| Blanquero et al., 2019 [ | Condition: carpal tunnel release | Input sensor: tablet touch screen | The user performs exercises by touching the screen. Application displays exercise instructions and circles on which to place fingertips. Circles move with fingers, providing feedback on direction of movement and proximity to target. A countdown clock appears on screen. |
| Correia et al., 2018 * [ | Condition: TKR | Input sensor: IMU (3: calf, thigh, chest) | The user aims to fill a ROM progress bar, earning stars by surpassing the target ROM. Movement or posture errors are communicated with audio and video feedback. A simple human avatar displaying user’s posture, a repetition counter and a timer also appear on screen. |
| Doyle et al., 2010 [ | Condition: older adults at risk of falls | Input sensor: IMU (2), webcam/tracking markers (3) | An avatar simulating user’s movements is superimposed with a ROM target line. Repetitions are counted on screen as the lower limbs passes this line. Walking exercises utilise audio prompts for feedback. Weekly progress record reports on compliance, target acquisition and repetition counts. |
| Durfee et al., 2009 * [ | Condition: CVA 5 | Input sensor: electrogoniometer Microcontroller interface box | Joint motions control the movement of a ball on screen. The user must trace a variety of waveform patterns with the ball. The resulting trace provides accuracy feedback, as does a text-based technique report and accuracy score. |
| Giorgino et al., 2009 * [ | Condition: CVA | Input sensor: garment with kinesthetic strains sensors | Motion recognition software is trained by user performing exercises under supervision. User then exercises independently, and computer displays repetition counter and smiling/frowning faces indicating repetition classification. |
| Lin et al., 2018 [ | Condition: CVA | Input sensor: IMU (2: upper arm, forearm) | Smartphone application displays a human avatar simulating movement in front or side views. After six repetitions, system provides auditory and visual technique feedback and prompts. |
| Ling et al., 2017 [ | Condition: THR 6 | Input sensor: Microsoft Kinect V2 | A human avatar simulating user’s movement performs a programme of games (selection of six for exercises, and six for balance training). Gamification feedback elements include scores, awards and sounds. Additional feedback on results and performance from game-specific features, e.g., background avatars dancing/clap if exercise performed correctly. |
| Liu et al., 2017 [ | Condition: cerebral palsy | Input sensor: surface EMG 7 circuit, accelerometer | Upper limb joint motion & muscle activity signals control three different games. Gaming-style avatars (bird, cat, magician) complete tasks with gamified audio/visual elements, scores, performance grading, mean absolute value. |
| Smittenaar et al., 2017 * [ | Condition: chronic knee pain | Input sensor: motion sensors (2: thigh and calf) | Android platform delivers real-time technique feedback and progress screen. |
| Spina et al., 2013 [ | Condition: COPD | Input sensor: smartphone (IMU) in holster (relocated throughout exercising) | Application features real-time audio error correction (e.g., ‘move slower’) and repetition counting. A performance summary appears after exercising. |
* Primary paper where two papers discuss one system. 1 TKR = Total Knee Replacement; 2 UKR = Unicompartmental Knee Replacement; 3 IMU = Inertial Measurement Unit; 4 ROM = Range of Movement; 5 CVA = Cerebrovascular Accident; 6 THR = Total Hip Replacement; 7 EMG = Electromyography; 8 COPD = Chronic Obstructive Pulmonary Disease.
Feedback components.
| Name | Mode | Timing | Content | Quality | Rationale for Type of FB |
|---|---|---|---|---|---|
| Ananthanarayan et al., 2013 [ | Visual | Concurrent | KR 1 | Descriptive | Not stated |
| Argent et al., 2019 [ | Visual & audio | Concurrent & delayed | KR & KP 2 | Descriptive & prescriptive | Not stated |
| Ayoade et al., 2013, 201 [ | Visual | Concurrent & delayed | KR & KP | Descriptive | Not stated |
| Blanquero et al., 2019 [ | Visual | Concurrent | KR | Descriptive | Not stated |
| Correia et al., 2018 [ | Visual & audio | Concurrent & delayed | KR & KP | Unclear | Not stated |
| Doyle et al., 2010 [ | Multimodal | Concurrent | KR | Descriptive | Multimodal feedback to compensate for sensory impairments. Real-time feedback to assist exercise completion. User preference dictated choice of audio and visual feedback style. |
| Durfee et al., 2009 [ | Visual | Concurrent & delayed | KR & KP | Descriptive & prescriptive | Faded frequency KP used to prevent excessive extrinsic feedback interfering with user’s intrinsic error detection capability. Constant KR used to maintain motivation levels. State that tracking training emphasises motor learning principles outlined in Schmidt et al. [ |
| Giorgino et al., 2009 [ | Visual | Concurrent | KR & KP | Descriptive | Visual feedback adapted for cognitively impaired users. |
| Lin et al., 2018 [ | Visual &audio | Concurrent & delayed | KR & KP | Descriptive & prescriptive | Not stated |
| Ling et al., 2017 [ | Visual & audio | Concurrent & delayed | KR | Descriptive | Not stated (Game) |
| Liu et al., 2017 [ | Visual & audio | Concurrent | KR & KP | Descriptive | Not stated (Game) |
| Mecklenburg et al., 2018 [ | Visual | Concurrent | KR | Unclear | Not stated |
| Spina et al., 2013 [ | Audio & Visual | Concurrent & delayed | KR & KP | Prescriptive | Not stated |
1 KR = Knowledge of Results; 2 KP = Knowledge of Performance.
Figure 3Feedback features used to represent exercise components. The size of the circle corresponds to frequency that each feedback feature was used to represent the exercise component.
Evaluation of feedback.
| Name | Study Design | Participant Characteristics | Methodology | Outcome Measures |
|---|---|---|---|---|
| Ananthanarayan et al., 2013 [ | Usability case series | N 1 = 6 | Background questionnaire and usability session, followed by semi-structured interview. | Think aloud protocol & semi-structured interviews. |
| Argent et al., 2019 [ | Usability case series | N = 15 | Participants used system at home for two weeks, then completed outcome measures. The first group (n = 5) were recruited at the end of their acute rehabilitation, the second group were recruited prior to surgery and used the system throughout their rehabilitation experience. | US 4, uMARS 5, and semi-structured interview. |
| Ayoade et al., 2013 [ | Within-subjects systems comparison study | N = 11 (falls n = 5, TKR = 6) | Evaluation of both the knee and falls systems consisted of two single-session assessments: a lab-based usability study (n = 5) and a home-based systems comparison study (n = 6). In the home-based study, participants first completed the exercises using booklets, then using the feedback system. | Observations, repetition pace, questionnaires, and semi-structured interviews. |
| Ayoade et al., 2014 [ | Randomised controlled trial | N = 21 | Participants randomised into rehabilitation visualisation system group, who used the feedback system at home, and control group, who received standard care of exercise DVD and booklet. Duration: 6 weeks. | Knee ROM 6, Oxford Knee Score, Intrinsic Motivation Inventory, adherence questionnaire, and SUS. |
| Doyle et al., 2010 [ | Usability focus groups and case series | N = 12 | First usability session: participants performed exercises with system using each of four different types of visual feedback, then completed walking exercises to evaluate two types of audio feedback. Second usability session: participants used system at home, completed system-navigation tasks. | Think Aloud protocol, observations, and interviews. |
| Carey et al., 2007 [ | Randomised controlled trial | N = 20 | Intervention group (n = 10) used full system including tracking feedback at home, control group used system without tracking feedback function. Completed 180 trials per day for 10 days. | Battery of clinical hand assessments-Box and Block, Jebsen Taylor, finger ROM, and finger tracking activation paradigm using fMRI 8 |
| Durfee et al., 2009 [ | Usability study | N = 20 | Participants completed RCT 9 as described in Carey et al., above. Then answered usability survey via telephone. | ix-question Likert scale questionnaire. |
| Giorgino et al. 2009 [ | Usability study | N = 13 | Participants used system and completed evaluation questionnaire (limited details available). | User satisfaction survey. |
| Ling et al., 2017 [ | Pilot usability study | N = 9 (two physiotherapists, seven patients) | Patient participants played six games under the guidance of a physiotherapist during a 60 min session. All participants completed outcome measures afterwards. | elf-report questionnaires, ‘general feedback’, objective data from software, e.g., knee angle and step width. |
| Liu et al., 2017 [ | i. Usability testing. | N = 20 | i. ‘Game experience testing’: participants (n = 20) played each game in controlled environment | i. Questionnaire, training time. |
| Spina et al., 2013 [ | Pilot case series study | N = 7 | In controlled environment, participants received instructions and systems was set up during ‘teach mode’. Participants then independently completed three sets of ten repetitions of each exercise. | ystem accuracy |
1 N = Total Sample; 2 TKR = Total Knee Replacement; 3 UKR = Unicompartmental Knee Replacement; 4 SUS = Systems Usability Scale; 5 uMARS = user version of the Mobile Application Rating Scale; 6 ROM = Range of Movement; 7 CVA = Cerebrovascular Accident; 8 fMRI = Functional Magnetic Resonance Imaging; 9 RCT = Randomised Controlled Trial; 10 ADL = Activities of Daily Living; 11 SEMG = Surface Electromygraphy; 12 COPD = Chronic Obstructive Pulmonary Disease.