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Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic strokeNijenhuis, S.M., Prange, G.B., Amirabdollahian, F., Sale, P., Infarinato, F., Nasr, N., Mountain, Gail, Hermens, H.J., Stienen, A.H.A., Buurke, J.H., Rietman, J.S. 28 September 2015 (has links)
Yes / Assistive and robotic training devices are increasingly used for rehabilitation of the hemiparetic arm after
stroke, although applications for the wrist and hand are trailing behind. Furthermore, applying a training device in
domestic settings may enable an increased training dose of functional arm and hand training. The objective of this
study was to assess the feasibility and potential clinical changes associated with a technology-supported arm and hand
training system at home for patients with chronic stroke.
Methods: A dynamic wrist and hand orthosis was combined with a remotely monitored user interface with
motivational gaming environment for self-administered training at home. Twenty-four chronic stroke patients with
impaired arm/hand function were recruited to use the training system at home for six weeks. Evaluation of feasibility
involved training duration, usability and motivation. Clinical outcomes on arm/hand function, activity and participation
were assessed before and after six weeks of training and at two-month follow-up.
Results: Mean System Usability Scale score was 69 % (SD 17 %), mean Intrinsic Motivation Inventory score was
5.2 (SD 0.9) points, and mean training duration per week was 105 (SD 66) minutes. Median Fugl-Meyer score
improved from 37 (IQR 30) pre-training to 41 (IQR 32) post-training and was sustained at two-month follow-up
(40 (IQR 32)). The Stroke Impact Scale improved from 56.3 (SD 13.2) pre-training to 60.0 (SD 13.9) post-training,
with a trend at follow-up (59.8 (SD 15.2)). No significant improvements were found on the Action Research Arm
Test and Motor Activity Log.
Conclusions: Remotely monitored post-stroke training at home applying gaming exercises while physically
supporting the wrist and hand showed to be feasible: participants were able and motivated to use the training
system independently at home. Usability shows potential, although several usability issues need further attention.
Upper extremity function and quality of life improved after training, although dexterity did not. These findings indicate
that home-based arm and hand training with physical support from a dynamic orthosis is a feasible tool to enable
self-administered practice at home. Such an approach enables practice without dependence on therapist availability,
allowing an increase in training dose with respect to treatment in supervised settings. / The SCRIPT (Supervised Care & Rehabilitation Involving Personal Telerobotics) project was partly funded by the European Commission Seventh Framework Program under grant agreement no. FP7-ICT-288698.
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Motion interactive games for children with motor disorders : motivation, physical activity, and motor control / Rörelsestyrda spel i träning av barn med motoriska nedsättningar : motivation, fysisk aktivitet och motorisk kontrollSandlund, Marlene January 2011 (has links)
As motion interactive games have become more widespread the interest in using these games in rehabilitation of children with motor disorders has increased among both clinical professionals and the families of these children. The general aim of this thesis was to evaluate the feasibility of using interactive games in rehabilitation of children to promote motivation for practice, physical activity, and motor control. A systematic review of published intervention studies was conducted to obtain an overview of existing research and the current levels of evidence for using interactive games in motor rehabilitation of children. Sixteen studies met the inclusion criteria, out of these three were randomized controlled trials while half were case series or case reports. Thirteen studies presented positive findings, which indicated a promising potential. However, more convincing research is needed. Commercially available motion interactive games have only been used in a few studies on motor control, and in none of these home based practice was provided. Moreover, no earlier studies have evaluated if these games may increase motivation for training and daily physical activity among children with disabilities. To address these issues a feasibility intervention including 15 children in the ages 6-16 years and with mild to moderate cerebral palsy was conducted. Each child was provided with a Sony PlayStation2â and the EyeToyâ games in Play3, and was recommended to practice with the provided games for at least 20 minutes/day during four weeks. The intervention was evaluated with gaming diaries, physical activity monitors (SenseWear Armband), interviews with the parents, and the clinical motor tests Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency subtest 5:6, and the 1 Minute Walk Test. In addition, 3D motion analysis was used to evaluate effects on quality of goal-directed arm movements towards virtual and real objects, respectively. Motivation for practice and compliance of training were high, although declining somewhat during the course of the four weeks. The children’s physical activity increased significantly during the intervention. However, four children were excluded from this analysis due to lack of complete data from the physical activity monitors. According to mABC-2 the children’s motor performance improved, but there were both floor and ceiling effects, indicating a low sensibility of this test. The two additional motor tests showed only non-significant progress. Results from the 3D motion analysis suggest that the children improved movement precision when playing the games, movement smoothness when reaching for real objects, and used a more economic reaching strategy with less trunk involvement. In the interviews the parents expressed the view that motion interactive games promote positive experiences of physical training and add elements of social interaction to the training. They also experienced less urge to take on a coaching role. The training provided by the games was considered unspecific and there was a desire for individualized games to better address the unique rehabilitative need of each child. In conclusion, it is feasible to use motion interactive games in home rehabilitation for children with cerebral palsy to promote short term motivation for practice and general physical training. Specific effects on motor control need to be further explored and there is also a need for reliable tests that are adequate and sensitive enough to capture changes in movement control. In future development of interactive games for rehabilitation purposes, it is a challenge to preserve the motivational and social features of games while at the same time optimizing an individualized physical training.
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Videotrénink interakcí a možnost jeho využití v programech primární prevence / Video Interaction Guidance and possibilities of its use at primary prevention programmsJelínková, Hana January 2012 (has links)
Video Interaction Guidance (VIG) or Video Home Training (VHT) was introduced to the Czech Republic in 1993. SPIN is a provider of education, training and supervision, a non- governmental organization dedicated to VIG/VHT in Czech Republic. The method was conceived in the Netherlands in the 80's, the country from where it is still spread to the whole world, especially to Europe. The method's theory is broadly based on developmental psychology theories, ethnology, learning theories and theories of communication. Initially, the VHT was used as an intervention method focused on families with children, later it entered the fields of education and other professional help and was known as VIG. This Diploma Thesis brings essential information about the VHT/VIG Method, its theoretical basis and applications. The thesis also deals with the programmes of primary prevention in the Czech Republic and Europe. The theoretical part concludes with a description of field where VHT/VIG can be used in primary prevention programmes. In the qualitative study, we describe case studies of seven lecturers of primary prevention who undertook the method VHT/VIG. The data were acquired in the process of observation (participative observation and video-analysis), via semi-structured interviews and questionnaires. We attempted...
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Videotrénink interakcí a možnosti jeho využití v rodinách s dětmi se sluchovým postižením / Video Home Training and Its Possibilities in System of Families with Hearing Impaired ChildrenHolyanska, Marie January 2021 (has links)
The aim of the master's thesis is in-depth exploration of possibilities of using the Video Home Training method within a family setting and with motivation to support the development of communication between the child with hearing impairment and his hearing parent. The first part of the thesis creates a background for this research, psychological aspects of the care for a deaf child are being described, along with the demands for mutual conversation, which is more difficult and also absolutely crucial for future healthy development of the child. Foreign researches suggest that the VHT method for children with a hearing impairment and their parents can very effectively strengthen the development of communication, to which a research project follows up. Its goal is to apply VHT method within the described type of family. For the research, a case study design was used, and by using a VHT, a semi-structured interviews and self reporting scales, possibilities and limits of VHT method used in the family were evaluated. This evaluation proved to be very positive and at the same time it is in a consonance with findings of foreign studies. Submitted case study and its research findings contribute to the broadening of application areas in which VHT method can be used, and at the same time these findings and...
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