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The design and evaluation of electromyography and inertial biofeedback in hand motor therapy gaming
Assistive Technology ( IF 2.170 ) Pub Date : 2020-04-17 , DOI: 10.1080/10400435.2020.1744770
A MacIntosh 1, 2, 3 , N Vignais 1, 4 , V Vigneron 5 , L Fay 2 , A Musielak 6 , E Desailly 6 , E Biddiss 2, 3
Affiliation  

ABSTRACT

This article details the design of a co-created, evidence-based biofeedback therapy game addressing the research question: is the biofeedback implementation efficient, effective, and engaging for promoting quality movement during a therapy game focused on hand gestures? First, we engaged nine young people with Cerebral Palsy (CP) as design partners to co-create the biofeedback implementation. A commercially available, tap-controlled game was converted into a gesture-controlled game with added biofeedback. The game is controlled by forearm electromyography and inertial sensors. Changes required to integrate biofeedback are described in detail and highlight the importance of closely linking movement quality to short- and long-term game rewards. After development, 19 participants (8–17 years old) with CP played the game at home for 4 weeks. Participants played 17 ± 9 min/day, 4 ± 1 day/week. The biofeedback implementation proved efficient (i.e. participants reduced compensatory arm movements by 10.2 ± 4.0%), effective (i.e. participants made higher quality gestures over time), and engaging (i.e. participants consistently chose to review biofeedback). Participants found the game usable and enjoyable. Biofeedback design in therapy games should consider principles of motor learning, best practices in video game design, and user perspectives. Design recommendations for integrating biofeedback into therapy games are compiled in an infographic to support interdisciplinary knowledge sharing.



中文翻译:

手部运动疗法游戏中肌电图和惯性生物反馈的设计与评估

摘要

本文详细介绍了一个共同创建的、基于证据的生物反馈治疗游戏的设计,该游戏解决了以下研究问题:在专注于手势的治疗游戏中,生物反馈的实施是否高效、有效且引人入胜?首先,我们聘请了 9 名患有脑瘫 (CP) 的年轻人作为设计合作伙伴,共同创建生物反馈实施方案。一个市售的点击控制游戏被转换成一个带有生物反馈的手势控制游戏。游戏由前臂肌电图和惯性传感器控制。详细描述了整合生物反馈所需的变化,并强调了将运动质量与短期和长期游戏奖励紧密联系起来的重要性。开发后,19 名 CP 参与者(8-17 岁)在家中玩了 4 周的游戏。参与者每天玩 17 ± 9 分钟,每周玩 4 ± 1 天。生物反馈的实施被证明是有效的(即参与者将补偿性手臂运动减少了 10.2 ± 4.0%)、有效(即参与者随着时间的推移做出更高质量的手势)和参与(即参与者始终选择回顾生物反馈)。参与者发现该游戏可用且令人愉快。治疗游戏中的生物反馈设计应考虑运动学习原则、视频游戏设计中的最佳实践和用户观点。将生物反馈整合到治疗游戏中的设计建议汇编在信息图中,以支持跨学科知识共享。参与者随着时间的推移做出更高质量的手势)和参与(即参与者始终选择审查生物反馈)。参与者发现该游戏可用且令人愉快。治疗游戏中的生物反馈设计应考虑运动学习原则、视频游戏设计中的最佳实践和用户观点。将生物反馈整合到治疗游戏中的设计建议汇编在信息图中,以支持跨学科知识共享。参与者随着时间的推移做出更高质量的手势)和参与(即参与者始终选择审查生物反馈)。参与者发现该游戏可用且令人愉快。治疗游戏中的生物反馈设计应考虑运动学习原则、视频游戏设计中的最佳实践和用户观点。将生物反馈整合到治疗游戏中的设计建议汇编在信息图中,以支持跨学科知识共享。

更新日期:2020-04-17
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