In-Home Virtual Reality Videogame Telerehabilitation in Adolescents With Hemiplegic Cerebral Palsy

被引:175
作者
Golomb, Meredith R. [1 ,2 ]
McDonald, Brenna C. [2 ,3 ]
Warden, Stuart J. [5 ]
Yonkman, Janell [4 ]
Saykin, Andrew J. [2 ,3 ]
Shirley, Bridget [4 ]
Huber, Meghan [6 ,7 ]
Rabin, Bryan [6 ,7 ]
AbdelBaky, Moustafa [6 ,7 ]
Nwosu, Michelle E. [1 ,2 ]
Barkat-Masih, Monica [1 ,2 ]
Burdea, Grigore C. [7 ]
机构
[1] Indiana Univ, Sch Med, Div Pediat Neurol, Indianapolis, IN 46202 USA
[2] Indiana Univ, Sch Med, Dept Neurol, Indianapolis, IN 46202 USA
[3] Indiana Univ, Sch Med, Dept Radiol, Indianapolis, IN 46202 USA
[4] Indiana Univ, Sch Med, Dept Occupat Therapy, Indianapolis, IN 46202 USA
[5] Indiana Univ, Dept Phys Therapy, Sch Hlth & Rehabil Sci, Indianapolis, IN 46202 USA
[6] Rutgers State Univ, Dept Elect & Comp Engn, Piscataway, NJ 08855 USA
[7] Rutgers State Univ, Dept Biomed Engn, Piscataway, NJ USA
来源
ARCHIVES OF PHYSICAL MEDICINE AND REHABILITATION | 2010年 / 91卷 / 01期
基金
美国国家卫生研究院;
关键词
Cerebral palsy; Child; Fiber optic technology; Hand; Hemiplegia; Internet; Perinatal care; Rehabilitation; Stroke; Video games; INDUCED MOVEMENT THERAPY; CORTICAL REORGANIZATION; CHILDREN; STROKE; REHABILITATION; HEMIPARESIS; SUBJECT; DENSITY; SYSTEM; ROBOT;
D O I
10.1016/j.apmr.2009.08.153
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Golomb MR, McDonald BC, Warden Si. Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B. AbdelBaky M, NWOSU ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Arch Phys Med Rehabil 2010;91:1-8. Objective: To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation. Design: A 3-month proof-of-concept pilot study. Setting: Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital. Participants: Adolescents (N=3) with severe hemiplegic cerebral palsy. Intervention: Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand. Main Outcome Measures: Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and per quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task. Results: All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and cerebellum). Conclusions: Use of remotely monitored virtual reality videogame telerehabilitation appears to produce improved hand function and forearm bone health (as measured by DXA and pQCT) in adolescents with chronic disability who practice regularly. Improved hand function appears to be reflected in functional brain changes.
引用
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页码:1 / 8
页数:8
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