Bespoke video games to provide early response markers to identify the optimal strategies for maximizing rehabilitation

S. Graziadio, Richard Davison, K. Shalabi, K. Sahota, G. Ushaw, G. Morgan, J. Eyre
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引用次数: 10

Abstract

Stroke commonly leads to partial or complete paralysis of one side of the body and there is limited availability of therapists to provide rehabilitation. It is a priority therefore to identify the most effective rehabilitation strategies and/or pharmacotherapies. Motor learning, the essential process underpinning rehabilitation, can be assessed more quickly and robustly than outcomes from rehabilitation. In this paper we describe a proof of concept system that utilises a bespoke video game to measure the critical components of motor learning. We demonstrate that it is sensitive enough to detect how simple changes in therapist instruction significantly change motor performance and learning. Although video games have been shown to aid in rehabilitation, this is the first time video games have been used to derive early response markers, based on the measurement of performance and motor learning, for use in the evaluation of the efficacy of a rehabilitation strategy.
定制的视频游戏提供早期反应标记,以确定最大化康复的最佳策略
中风通常会导致身体一侧的部分或完全瘫痪,提供康复治疗的治疗师数量有限。因此,确定最有效的康复策略和/或药物治疗是一个优先事项。运动学习作为康复的基本过程,可以比康复的结果更快、更可靠地进行评估。在本文中,我们描述了一个概念验证系统,该系统利用定制的视频游戏来测量运动学习的关键组成部分。我们证明,它足够敏感,可以检测到治疗师指导的简单变化如何显著改变运动表现和学习。虽然视频游戏已被证明有助于康复,但这是视频游戏第一次被用于基于表现和运动学习的测量来获得早期反应标记,用于评估康复策略的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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