| Literature DB >> 35225946 |
Antonio Celesti1, Vincenzo Cimino2, Antonino Naro2, Simona Portaro2, Maria Fazio1, Massimo Villari1, Rocco Salvatore Calabró2.
Abstract
Multiple Sclerosis (MS) is a well-known, chronic demyelinating disease of the Central Nervous System (CNS) and one of the most common causes of disability in young adults. In this context, one of the major challenges in patients' rehabilitation is to maintain the gained motor abilities in terms of functional independence. This could be partially obtained by applying new emerging and cutting-edge virtual/augmented reality and serious game technologies for a playful, noninvasive treatment that was demonstrated to be quite efficient and effective in enhancing the clinical status of patients and their (re)integration into society. Recently, Cloud computing and Internet of Things (IoT) emerged as technologies that can potentially revolutionize patients' care. To achieve such a goal, a system that on one hand gathers patients' clinical parameters through a network of medical IoT devices equipped with sensors and that, on the other hand, sends the collected data to a hospital Cloud for processing and analytics is required. In this paper, we assess the effectiveness of a Nintendo Wii Fit® Plus Balance Board (WFBB) used as an IoT medical device adopted in a rehabilitation training program aimed at improving the physical abilities of MS patients (pwMS). In particular, the main scientific contribution of this paper is twofold: (i) to present a preliminary new pilot study investigating whether exercises based on the Nintendo Wii Fit® balance board included in a rehabilitation training program could improve physical abilities and Quality of Life (QoL) of patients compared to that of a conventional four-week rehabilitation training program; (ii) to discuss how such a rehabilitation training program could be adopted in the perspective of near future networks of medical IoT-based rehabilitation devices, interconnected with a hospital Cloud system for big data processing to improve patients' therapies and support the scientific research about motor rehabilitation. Results demonstrate the advantages of our approach from both health and technological points of view.Entities:
Keywords: balance; cloud computing; disability; internet of things; multiple sclerosis; neuroscience; rehabilitation; virtual reality
Mesh:
Year: 2022 PMID: 35225946 PMCID: PMC8884021 DOI: 10.3390/medsci10010013
Source DB: PubMed Journal: Med Sci (Basel) ISSN: 2076-3271
Figure 1Nintendo Wii Balance Board.
Figure 2Example of patient using Nintendo Wii Fit Plus during his/her rehabilitation treatment session.
Figure 3Tilt Table example.
Figure 4Pinguin example.
Figure 5Ski Slalom example.
Figure 6Heading Soccer example.
Demographic and clinical characteristics of Nintendo Wii Fit Plus® balance programs group and standard rehabilitation group. a Data expressed as mean ± SD.
| Wii 20 | SR 22 | ||
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| 11/9 (55) | 15/7 (68) | ns |
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| 1 (5) | 1 (4.5) | ns |
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| 8 (40) | 9 (40.9) | ns |
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| 7 (35) | 7 (31.8) | ns |
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| 4 (20) | 5 (22.7) | ns |
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| 0.07 |
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Multiple comparison between T0 and T1 for objective and self-reported measures in Nintendo Wii Fit® Balance program and standard rehabilitation groups. *: Wii T0 versus Wii T1; ∘: SR T0 versus SR T1; §: Wii T0 vs. SR T0.
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