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Game-Based Rehabilitation for Myoelectric Prosthesis Control

机译:基于游戏的肌电假体控制康复

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摘要

Background A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed. Objective The aim of this study is to evaluate (1) the short-term effects of a commercially available electromyographic (EMG) system on controllability after a simple video game-based rehabilitation protocol, and (2) different input methods, control mechanisms, and games. Methods Eleven able-bodied participants with no prior experience in EMG control took part in this study. Participants were asked to perform a surface EMG test evaluating their provisional maximum muscle contraction, fine accuracy and isolation of electrode activation, and endurance control over at least 300 seconds. These assessments were carried out (1) in a Pregaming session before interacting with three EMG-controlled computer games, (2) in a Postgaming session after playing the games, and (3) in a Follow-Up session two days after the gaming protocol to evaluate short-term retention rate. After each game, participants were given a user evaluation survey for the assessment of the games and their input mechanisms. Participants also received a questionnaire regarding their intrinsic motivation (Intrinsic Motivation Inventory) at the end of the last game. Results Results showed a significant improvement in fine accuracy electrode activation ( P <.01), electrode separation ( P =.02), and endurance control ( P <.01) from Pregaming EMG assessments to the Follow-Up measurement. The deviation around the EMG goal value diminished and the opposing electrode was activated less frequently. Participants had the most fun playing the games when collecting items and facing challenging game play. Conclusions Most upper limb amputees use a 2-channel myoelectric prosthesis control. This study demonstrates that this control can be effectively trained by employing a video game-based rehabilitation protocol.
机译:背景技术由于假体控制上的困难以及缺乏物理治疗师的训练动力,大量上肢肌电假体使用者放弃了他们的设备。以视频游戏形式出现的虚拟培训系统为患者提供了一种有趣且直观的方法,可以改善肌肉协调性并改善总体控制。作为既定康复协议的补充,对于这种虚拟培训过程而言,即使在接受最终假体之前就开始,并在需要时在家中继续进行,这都非常有益。目的本研究的目的是评估(1)基于简单的基于视频游戏的康复协议后,市售肌电(EMG)系统对可控性的短期影响,以及(2)不同的输入方法,控制机制和游戏。方法11位没有肌电图控制经验的健全参与者参加了本研究。要求参与者进行表面肌电图测试,以评估他们的临时最大肌肉收缩,精确度和电极激活隔离性以及至少300秒的耐力控制。这些评估是(1)在与三个由EMG控制的计算机游戏进行交互之前进行的Pregaming阶段进行的;(2)在玩游戏之后的Postgaming阶段进行的评估;以及(3)在游戏协议后两天的后续阶段进行的评估评估短期保留率。每次游戏结束后,都会为参与者提供用户评估调查,以评估游戏及其输入机制。在上一场比赛结束时,参与者还收到了有关其内在动机(内在动机清单)的调查表。结果结果表明,从Pregaming EMG评估到随访测量,电极精度的精确度显着提高(P <.01),电极分离度(P = .02)和耐力控制(P <.01)。肌电图目标值附近的偏差减小,相对电极的激活频率降低。参与者在收集物品并面对具有挑战性的游戏时,玩游戏时最开心。结论大多数上肢截肢者使用2通道肌电假体控制。这项研究表明,可以通过采用基于视频游戏的康复协议来有效地训练此控件。

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