当前位置: X-MOL 学术IEEE Trans. Netural Syst. Rehabil. Eng. › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Feasibility of Wearable Sensing for In-Home Finger Rehabilitation Early After Stroke
IEEE Transactions on Neural Systems and Rehabilitation Engineering ( IF 4.9 ) Pub Date : 2020-04-15 , DOI: 10.1109/tnsre.2020.2988177
Quentin Sanders , Vicky Chan , Renee Augsburger , Steven C. Cramer , David J. Reinkensmeyer , An H. Do

Wearable grip sensing shows potential for hand rehabilitation, but few studies have studied feasibility early after stroke. Here, we studied a wearable grip sensor integrated with a musical computer game (MusicGlove). Among the stroke patients admitted to a hospital without limiting complications, 13% had adequate hand function for system use. Eleven subjects used MusicGlove at home over three weeks with a goal of nine hours of use. On average they achieved 4.1 ± 3.2 (SD) hours of use and completed 8627 ± 7500 grips, an amount comparable to users in the chronic phase of stroke measured in a previous study. The rank-order usage data were well fit by distributions that arise in machine failure theory. Users operated the game at high success levels, achieving note-hitting success >75% for 84% of the 1061 songs played. They changed game parameters infrequently (31% of songs), but in a way that logically modulated challenge, consistent with the Challenge Point Hypothesis from motor learning. Thus, a therapy based on wearable grip sensing was feasible for home rehabilitation, but only for a fraction of subacute stroke subjects. Subjects made usage decisions consistent with theoretical models of machine failure and motor learning.

中文翻译:

中风后可穿戴感应技术用于家庭手指康复的可行性

穿戴式握持感测显示了手康复的潜力,但是很少有研究对中风后早期的可行性进行研究。在这里,我们研究了与音乐计算机游戏(MusicGlove)集成在一起的可穿戴式握把传感器。在没有限制并发症的情况下入院的中风患者中,有13%具有足够的手部功能可用于系统使用。11个对象在三个星期内在家中使用MusicGlove,目标是使用9个小时。平均而言,他们达到4.1±3.2(SD)小时的使用时间,并完成了8627±7500次抓握,这一数量与先前研究中测得的慢性卒中使用者的水平相当。机器故障理论中出现的分布很好地拟合了等级用法数据。用户以很高的成功率操作了游戏,在所播放的1061首歌曲中,有84%的用户获得了超过75%的击球成功。他们很少更改游戏参数(占歌曲的31%),但是以一种逻辑上调节挑战的方式,与运动学习中的挑战点假设相一致。因此,基于可穿戴握感的疗法对于家庭康复是可行的,但仅适用于部分亚急性中风患者。受试者做出的使用决策与机器故障和运动学习的理论模型一致。
更新日期:2020-04-15
down
wechat
bug