Training of goal directed arm movements with motion interactive video games in children with cerebral palsy – A kinematic evaluation (original) (raw)
Related papers
2011 International Conference on Virtual Rehabilitation, 2011
Objective: The main aim of this study was to evaluate the quality of goal-directed arm movements in 15 children with cerebral palsy (CP) following four weeks of home-based training with motion interactive video games. A further aim was to investigate the applicability and characteristics of kinematic parameters in a virtual context in comparison to a physical context. Method: Kinematics and kinetics were captured while the children performed arm movements directed towards both virtual and physical targets. Results: The children's movement precision improved, their centre of pressure paths decreased, as did the variability in maximal shoulder angles when reaching for virtual objects. Transfer to a situation with physical targets was mainly indicated by increased movement smoothness. Conclusion: Training with motion interactive games seems to improve arm motor control in children with CP. The results highlight the importance of considering both the context and the task itself when investigating kinematic parameters.
Disability and Rehabilitation: Assistive Technology, 2014
Purpose: To compare upper limb kinematics of children with spastic cerebral palsy (CP) using a passive rehabilitation joystick with those of adults and able-bodied children, to better understand the design requirements of computer-based rehabilitation devices. Method: A blocked comparative study involving seven children with spastic CP, nine ablebodied adults and nine able-bodied children, using a joystick system to play a computer game whilst the kinematics of their upper limb were recorded. The translational kinematics of the joystick's end point and the participant's shoulder movement (protraction/retraction) and elbow rotational kinematics (flexion/extension) were analysed for each group. Results: Children with spastic CP matched their able-bodied peers in the time taken to complete the computer task, but this was due to a failure to adhere to the task instructions of travelling along a prescribed straight line when moving between targets. The spastic CP group took longer to initiate the first movement, which showed jerkier trajectories and demonstrated qualitatively different movement patterns when using the joystick, with shoulder movements that were significantly of greater magnitude than the able-bodied participants. Conclusions: Children with spastic CP generate large shoulder and hence trunk movements when using a joystick to undertake computer-generated arm exercises. This finding has implications for the development and use of assistive technologies to encourage exercise and the instructions given to users of such systems.
Journal of Rehabilitation Medicine
The objective of this study was to examine the effect of motion-controlled commercial video games compared to traditional occupational-and physiotherapy methods on hand and arm function in persons with cerebral palsy. This review has investigated what the already existing Research have found on this subject and the results have been pooled to get a broader view of what effect this Method has for People living With cerebral palsy. The results of this study shows that motion-controlled commercial video games have a greater effect on hand and arm function compared to traditional therapy methods. Which means that motion-controlled commercial video games can be a good Method of training as an addition to traditional methods for therapists working with people with cerebral palsy. Objective: To examine the effect of motion-controlled commercial video games compared with traditional occupational and physiotherapy methods for hand and arm function in persons of all ages with cerebral palsy. Data sources: A systematic literature search was conducted in Medline, EMBASE, CINAHL, Cochrane Central Register of Controlled Trials, OTseeker and PEDro for randomized controlled trials involving persons with cerebral palsy using motion-controlled commercial video games as a training method for hand and arm function, compared with traditional therapy. Study selection and data extraction: Screening, data-extraction, risk of bias and quality assessment was carried out independently by 2 of the authors. The risk of bias of each study was assessed using the Cochrane Collaborations Risk of Bias Tool. The quality of evidence was assessed using Grading of Recommendations Assessment, Development and Evaluation (GRADE). Data synthesis: Eight randomized controlled trials, with a total of 262 participants, were included. A random effects meta-analysis showed a statistically significant difference compared to traditional therapy methods in favour of motion-controlled commercial video games. The quality of the evidence was, however, rated as very low. Conclusion: Despite a significantly greater improvement in hand and arm function in favour of motioncontrolled commercial video games, the results of this review should be interpreted with caution with regards to high risk of bias and the low strength of evidence. There is a need for high-powered studies on the effectiveness of training with motion-controlled commercial video games for persons with cerebral palsy, especially in adults.
Variations in Movement Patterns during Active Video Game Play in Children with Cerebral Palsy
Journal of Bioengineering and Biomedical Science, 2013
Aim: Low-cost active video games (AVG) are of growing interest for use in home-based physical therapy regimes. This study investigates typical upper-limb movement patterns and variations during AVG play in children with cerebral palsy. Methods: Sixteen children (9.5 ± 1.6 years) with hemiplegic or diplegic cerebral palsy (GMFCS Level I) participated in the study. A 7-camera Vicon MX 3D Optical Capture System was used to measure and record their upper limb movements as they played three different AVGs on the Nintendo Wii system. Results: Play style during Wii sports games tended to be either realistic or non-realistic. All players used realistic movements when playing Wii Bowling, while 69% (n=11) and 63% (n=10) played realistically during Wii Tennis and Wii Boxing, respectively. Realistic movements tended to elicit greater use of: (a) the more proximal joints, and (b) the non-dominant/hemiplegic limb (in bilateral games). Play style may be influenced by personal or predisposing factors (e.g. MACS level, gender, experience with AVGs). Conclusion: Movement patterns and styles vary widely between children during AVG play with the Nintendo Wii. The design of AVG-based therapies should consider these variations and their implications in order to maximize therapeutic benefit. Future studies should focus on measuring the efficacy of AVG-based therapies for home use.
Movement-Based Gameplay Therapy for a Child with Cerebral Palsy : A Single Subject Study
2015
Children with cerebral palsy (CP) often present asymmetrical or unilateral impairments that limit the use of their upper extremity, a condition known as learned nonuse or developmental disregard. Children may be unable to perform daily functional tasks that require the coordinated use of both arms. Some form of constraint-induced movement therapy (CIMT) is frequently used as a treatment strategy. CIMT is designed to improve function in children with motor impairment by constraining the less-affected limb and having the child practice repetitive tasks with the more-affected limb. The purpose of CIMT is to increase spontaneous use of the affected limb and limit the effects of learned nonuse. CIMT has been shown to be useful in children with CP (Y.-P. Chen, Pope, Tyler, & Warren, 2014). Unfortunately, it is not especially child-friendly (Wu, Hung, Tseng, & Huang, 2013). In this paper we present a single-subject study in which a non-immersive, motion tracking-based game is the mechanism...
Aim: Low-cost active video games (AVG) are of growing interest for use in home-based physical therapy regimes.This study investigates typical upper-limb movement patterns and variations during AVG play in children with cerebral palsy. Methods: Sixteen children (9.5 ± 1.6 years) with hemiplegic or diplegic cerebral palsy (GMFCS Level I) participated in the study. A 7-camera Vicon MX 3D Optical Capture System was used to measure and record their upper limb movements as they played three different AVGs on the Nintendo Wii system. Results: Play style during Wii sports games tended to be either realistic or non-realistic. All players used realistic movements when playing Wii Bowling, while 69% (n=11) and 63% (n=10) played realistically during Wii Tennis and Wii Boxing, respectively. Realistic movements tended to elicit greater use of: (a) the more proximal joints, and (b) the non-dominant/hemiplegic limb (in bilateral games). Play style may be influenced by personal or predisposing factors (e.g. MACS level, gender, experience with AVGs). Conclusion: Movement patterns and styles vary widely between children during AVG play with the Nintendo Wii. The design of AVG-based therapies should consider these variations and their implications in order to maximize therapeutic benefit. Future studies should focus on measuring the efficacy of AVG-based therapies for home use.
1. Upper Extremity Rehabilitation Using Video Games in Cerebral Palsy: A Randomized Clinical Trial
2020
The aim of the present study was to compare the effects of neurodevelopmental therapy (NDT)-based upper extremity rehabilitation and video game-based therapy (VGBT) using Nintendo® wii and leap motion controller (LMC) games on upper extremity function in patients with cerebral palsy (CP). The 30 patients included in the present study were randomized to two groups: VGBT group (VGBT using Nintendo® Wii and LMC games) and control group (NDT-based upper extremity rehabilitation). Both groups trained 3 days a week for 8 weeks. Manual dexterity was evaluated using the "Minnesota Manual Dexterity Test (MMDT)", functional ability using the "Childhood Health Assessment Questionnaire (CHAQ)" and the "Duruoz Hand Index (DEI)" and grip and pinch strengths using a dynamometer. Following treatment, significant changes were found, MMDT, grip and pinch strength, CHAQ, and DHI scores in both groups (p < 0.05); however, VGBT group was statistically superior to group I...
Movement-Based VR Gameplay Therapy For A Child With Cerebral Palsy
This paper presents a single-subject feasibility study of a motion-based VR game designed to provide benefits similar to constraint-induced movement therapy for children with cerebral palsy, while providing a more enjoyable experience. The game was designed to encourage the child to perform the desired therapeutic movements by allowing him to interact with the game using only his more-affected arm. The study used an AB design: Performance across baseline and intervention phases was assessed to determine whether the intervention resulted in changes to repeated measures. Results of the study showed that compared with baseline measurements done prior to his game experience, the participant’s post-intervention performance showed improvement in speed of reach, dissociated movement, and bilateral integration of upper extremities in functional tasks. The child’s mother, as well as one of his therapists, reported better performance outside of the study environment as well.
NeuroRehabilitation, 2019
BACKGROUND: The ROBiGAME project aims to implement serious games on robots to rehabilitate upper limb (UL) motor function in children with cerebral palsy (CP). Serious game characteristics (target position, level of assistance/resistance, level of force) are typically adapted based on the child's assessment before and continuously during the game (measuring UL working area, kinematics and muscle strength). OBJECTIVE: This study developed an UL robotic motor assessment protocol to configure the serious game. METHODS: Forty-nine healthy children and 20 CP children participated in the study. The clinical assessment consisted of the child's UL length and isometric force. The robot assessment consisted of the child's UL working area (WA), the UL isometric and isokinetic force in three directions and the UL kinematics during a pointing task toward targets placed at different distances. RESULTS: Results showed that WA and UL isometric force were moderately to highly correlated with clinical measures. Ratios between the UL isokinetic force generated on three directions were established. The velocity and straightness indexes of all children increased when they had to reach to targets placed more distant. CONCLUSIONS: This protocol can be integrated into different serious games in order to continuously configure the game characteristics to a child's performance.
Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 2006
Children with cerebral palsy (CP) have difficulty controlling and coordinating voluntary muscle, which results in poor selective control of muscle activity. Children with spastic CP completed ankle selective motor control exercises using a virtual reality (VR) exercise system and conventional (Conv) exercises. Ankle movements were recorded with an electrogoniometer. Children and their parents were asked to comment on their interest in the exercise programs. Greater fun and enjoyment were expressed during the VR exercises. Children completed more repetitions of the Conv exercises, but the range of motion and hold time in the stretched position were greater during VR exercises. These data suggest that using VR to elicit or guide exercise may improve exercise compliance and enhance exercise effectiveness.