Robotics and Gaming to Improve Ankle Strength, Motor Control, and Function in Children With Cerebral Palsy-A Case Study Series

被引:82
作者
Burdea, Grigore C. [1 ]
Cioi, Daniel [2 ]
Kale, Angad [2 ]
Janes, William E. [3 ]
Ross, Sandy A. [3 ]
Engsberg, Jack R. [3 ]
机构
[1] Rutgers State Univ, Tele Rehabil Inst, Piscataway, NJ 08854 USA
[2] Rutgers State Univ, Dept Elect & Comp Engn, Piscataway, NJ 08854 USA
[3] Washington Univ, Human Performance Lab, St Louis, MO 63130 USA
基金
美国国家卫生研究院;
关键词
Ankle; cerebral palsy; gait; robotics; video games; SELECTIVE DORSAL RHIZOTOMY; VIRTUAL-REALITY; REHABILITATION; GAIT; FEASIBILITY; RELIABILITY; SPASTICITY; EXERCISE;
D O I
10.1109/TNSRE.2012.2206055
中图分类号
R318 [生物医学工程];
学科分类号
100103 [病原生物学];
摘要
The objective of this study was to investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). The design was a case study, 12 weeks intervention, with no follow-up. The setting was a university research laboratory. The participants were a referred sample of three children with cerebral palsy, age 7-12, all male. All completed the intervention. Participants trained on the Rutgers Ankle CP system for 36 rehabilitation sessions (12 weeks, three times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM), and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.
引用
收藏
页码:165 / 173
页数:9
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