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Feasibility of Modified Remotely Monitored In-Home Gaming Technology for Improving Hand Function in Adolescents With Cerebral Palsy

机译:改进的远程监控家庭游戏技术改善脑瘫青少年手功能的可行性

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摘要

The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
机译:游戏技术,互联网和康复科学的融合形成了第二代虚拟康复框架。本文提出了一项旨在研究在家中使用游戏技术以解决因围生期中风或脑室内出血引起的偏瘫青少年手部损伤的可行性的第一项初步研究。三名参与者每周在家几天训练大约六十个月至十个月,每天大约30分钟。在治疗过程中,他们戴着五分之一尺寸的技术感应手套,并在经过修改的PlayStation 3上玩了定制开发的Java 3D游戏。这些游戏的设计目的是适应参与者的有限运动范围,并改善其手指范围和运动速度。试用在印第安纳州进行,而monitoFring /数据存储在罗格斯远程康复研究所(新泽西州)进行。手指活动范围的显着改善(通过传感手套测量)与自我和家庭报告的日常生活活动改善有关。在在线主观评估中,参与者表示他们喜欢该系统的易用性,清晰的说明以及适当的锻炼时间。将其他远程康复研究与此研究及其技术挑战进行了比较。包括未来研究的方向。

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