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Requirements for and impact of a serious game for neuro-pediatric robot-assisted gait training

机译:严肃游戏对神经儿科机器人辅助步态训练的要求和影响

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We investigated whether children with neurological gait disorders who walked in a driven gait orthosis could adjust their participation level according to the demands of a newly developed rehabilitation game. We further investigated if cognitive capacity and motor impairment influenced game performance. Nineteen children with neurological gait disorders (mean age: 13.4y, 42% girls) participated. To quantify game participation, electromyographic muscle activity (M. rectus femoris) and heart rate were compared in a demanding part and a less demanding part of the game. Cognitive capacity was assessed with the Test of Nonverbal Intelligence (TONI-4). Furthermore, the Functional Independence Measure for Children (WeeFIM), Manual Muscle Tests and a therapist-derived score of how well the child was able to train were assessed. Results showed that muscle activity and heart rate were higher during the demanding part of the game (30.7. ±. 22.6. μV; 129.4. ±. 15.7. bpm) compared to the less demanding part (16.0. ±. 13.4. μV; 124.1. ±. 15.9. bpm; p<. 0.01 for both measures). Game performance correlated moderately with the TONI-4 (r= 0.50, p = 0.04) and the cognition subscale of the WeeFIM (ρ= 0.59, p= 0.01). The therapist-derived score correlated significantly with game performance (p= 0.75, p<. 0.01) and the ability to modify muscle activity to the demands of the game (p= -0.72, p<. 0.01). Receiver operating characteristic analyses revealed that the latter factor differentiated well between those children suitable for the game and those not. We conclude that children with neurological gait disorders are able to modify their activity to the demands of the VR-scenario. However, cognitive function and motor impairment determine to which extent. These results are important for clinical decision-making.
机译:我们调查了步态矫形器行走时患有神经性步态障碍的儿童是否可以根据新开发的康复游戏的需求来调整他们的参与水平。我们进一步调查了认知能力和运动障碍是否影响游戏性能。有19名儿童患有神经性步态障碍(平均年龄:13.4岁,女孩占42%)。为了量化游戏的参与程度,在游戏的高要求部分和低要求部分比较了肌电图肌活动度(股直肌)。认知能力通过非语言智力测验(TONI-4)进行评估。此外,还评估了儿童的功能独立性测评(WeeFIM),手动肌肉测验以及治疗师得出的儿童训练能力的得分。结果显示,在比赛的高要求部分(30.7。±。22.6。μV; 129.4。±。15.7。bpm)期间,肌肉活动和心率较高,而低要求部分(16.0。±。13.4。μV; 124.1) ±15.9 bpm;两种测量均p <0.01)。游戏表现与TONI-4(r = 0.50,p = 0.04)和WeeFIM的认知子量表(ρ= 0.59,p = 0.01)适度相关。治疗师得出的分数与比赛表现(p = 0.75,p <。0.01)和根据比赛需求改变肌肉活动的能力(p = -0.72,p <。0.01)显着相关。接收者的操作特征分析显示,后者适合于那些适合玩游戏的孩子和不适合玩游戏的孩子。我们得出的结论是,患有神经性步态障碍的儿童能够根据VR场景的需求来调整其活动。但是,认知功能和运动障碍决定了何种程度。这些结果对于临床决策很重要。

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