| Literature DB >> 32305930 |
Quentin Sanders, Vicky Chan, Renee Augsburger, Steven C Cramer, David J Reinkensmeyer, An H Do.
Abstract
Wearable grip sensing shows potential for hand rehabilitation, but few studies have studied feasibility early after stroke. Here, we studied a wearable grip sensor integrated with a musical computer game (MusicGlove). Among the stroke patients admitted to a hospital without limiting complications, 13% had adequate hand function for system use. Eleven subjects used MusicGlove at home over three weeks with a goal of nine hours of use. On average they achieved 4.1 ± 3.2 (SD) hours of use and completed 8627 ± 7500 grips, an amount comparable to users in the chronic phase of stroke measured in a previous study. The rank-order usage data were well fit by distributions that arise in machine failure theory. Users operated the game at high success levels, achieving note-hitting success >75% for 84% of the 1061 songs played. They changed game parameters infrequently (31% of songs), but in a way that logically modulated challenge, consistent with the Challenge Point Hypothesis from motor learning. Thus, a therapy based on wearable grip sensing was feasible for home rehabilitation, but only for a fraction of subacute stroke subjects. Subjects made usage decisions consistent with theoretical models of machine failure and motor learning.Entities:
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Year: 2020 PMID: 32305930 PMCID: PMC9345607 DOI: 10.1109/TNSRE.2020.2988177
Source DB: PubMed Journal: IEEE Trans Neural Syst Rehabil Eng ISSN: 1534-4320 Impact factor: 4.528