| Literature DB >> 34763681 |
Annina Fahr1,2,3, Andrina Kläy4,5, Larissa S Coka4,5, Hubertus J A van Hedel4,5.
Abstract
BACKGROUND: Impairments of selective control of joint movements can have consequences for many activities of daily life, but there are only a few interventions to improve selective voluntary motor control (SVMC). We have developed a treatment option to specifically enhance SVMC exploiting the advantages of interactive computer play technology. It targets SVMC by training selective activation of a muscle or a selective joint movement while it provides immediate feedback about involuntary muscle activations/movements at an (unwanted) joint. This study aims to investigate the effectiveness of this game-based intervention to enhance SVMC in children and youth with upper motor neuron lesions.Entities:
Keywords: Cerebral palsy; Interactive computer play; Neurorehabilitation; Single-case design
Mesh:
Year: 2021 PMID: 34763681 PMCID: PMC8582135 DOI: 10.1186/s12887-021-02983-8
Source DB: PubMed Journal: BMC Pediatr ISSN: 1471-2431 Impact factor: 2.125
Fig. 1Flow diagram of the study. The baseline phase will encompass randomly between 5 to 8 assessment sessions. Comprehensive outcome measurements will be conducted during the first and last appointment. For the other occasions, only a short assessment of selective control, muscle strength and motor control of the joint showing involuntary co-movements or co-activations is planned. During the intervention phase, participants will receive 10 sessions of game-based SVMC training. The short assessments (only SVMC and strength) will be continued after each treatment session, and the full assessment battery will be repeated at the end of the intervention as well as 12 weeks after completion. The study will run concurrently to the participant’s individual rehabilitation at the Swiss Children’s Rehab. Abbreviations: SVMC: selective voluntary motor control, SVMC mini-assessment: short game-based assessment to repeatedly measure selective control, SCALE: selective control assessment of the lower extremity, SCUES: selective control of the upper extremity scale, TMS: transcranial magnetic stimulation, MMT: manual muscle test, MAS: modified Ashworth scale, HAT: Hypertonia Assessment Tool
Fig. 2Setup of the game-based intervention. The avatar can be controlled by joint movements (e.g., elbow flexion as in the upper picture) or by muscle activations (right M. rectus femoris as in picture at the bottom). Involuntary movements (e.g., shoulder abduction) or muscle activations (left M. rectus femoris) trigger the feedback signal to make the player aware of their occurrence and to reduce them
Fig. 3Screenshot from the mini-assessment. It displays the black target line, which the participant has to follow with the white dot avatar. The target line describes up and downward curves of varying amplitudes and frequency. The avatar is steered by movements of the target joint or activity in the target muscle. The blue bar in the bottom left corner displays the extent of involuntary movements additionally to the auditory feedback signal