Exercise intensity is increased during upper limb movement training using a virtual rehabilitation system

M. Baniña, Roni Molad, John S Solomon, S. Frenkel-Toledo, N. Soroker, S. Berman, D. Liebermann, M. Levin
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引用次数: 3

Abstract

Upper-limb (UL) training interventions are increasingly being developed using virtual reality (VR) platforms. However, since motor recovery is related to exercise intensity and task difficulty, it is important to determine whether these factors are considered in VR applications applied in different centers for patients with different motor impairment levels. We define exercise intensity as the total number of movement repetitions divided by the total minutes in active therapy.The main objective of this study was to determine the training intensity of a clinically-applied treatment program using VR in 3 centers involved in a multi-site study. Our secondary objective was to determine if training intensity differed among patients with different levels of UL sensorimotor impairment.Patients with sub-acute unilateral stroke in the middle cerebral artery area (<6 mo post-stroke) with Fugl-Meyer Assessment (FMA-UL) scores ranging from 14–57, completed 10 50-minute UL training sessions with a VR rehabilitation application over 2 weeks, in rehabilitation centers located in 3 countries. Total training time (minutes), total number of movement repetitions, and success rates were extracted from game activity logs. Intensity was calculated for each game for each participant, related to UL impairment and compared between centers.Exercise intensity was higher in one of the 3 centers (p<0.01). Participants had most difficulty with the games involving bilateral coordination and lateral reaching. Participants with higher FMA-UL scores had longer total training times (r = 0.40, p = 0.03) and started the training earlier within the subacute phase (r = −0.38, p = 0.04). Participants who used the VR system later in the subacute phase trained at a higher intensity than those who started earlier (r = 0.43, p = 0.02). However, their level of training intensity was not related to UL impairment.The level of intensity attained with this training program was much higher than that reported in current stroke therapy practice. Despite different training centers, therapists progressed patients through the training program using similar training principles. Therefore, VR rehabilitation systems can be used to deliver intensive exercise programs in a standardized way and can be tailored to individual impairment levels.
利用虚拟康复系统进行上肢运动训练,提高运动强度
上肢(UL)训练干预越来越多地使用虚拟现实(VR)平台进行开发。然而,由于运动恢复与运动强度和任务难度有关,因此确定在不同中心针对不同运动损伤程度患者的VR应用中是否考虑了这些因素是很重要的。我们将运动强度定义为运动重复的总次数除以积极治疗的总分钟数。本研究的主要目的是确定在涉及多地点研究的3个中心使用VR的临床应用治疗方案的训练强度。我们的次要目的是确定不同程度的UL感觉运动损伤患者的训练强度是否不同。在3个国家的康复中心,Fugl-Meyer评估(FMA-UL)评分在14-57分之间的大脑中动脉区域的亚急性单侧中风患者在2周内完成了10次50分钟的UL训练,并使用VR康复应用程序。从游戏活动日志中提取总训练时间(分钟)、总动作重复次数和成功率。计算每个参与者每场比赛的强度,与UL损伤相关,并在中心之间进行比较。三个中心中有一个中心的运动强度较高(p<0.01)。参与者在涉及双边协调和横向接触的游戏中遇到的困难最大。FMA-UL得分较高的参与者总训练时间更长(r = 0.40, p = 0.03),并且在亚急性期开始训练的时间更早(r = - 0.38, p = 0.04)。在亚急性期较晚使用VR系统的参与者的训练强度高于较早开始的参与者(r = 0.43, p = 0.02)。然而,他们的训练强度水平与UL损伤无关。这个训练项目所达到的强度水平远远高于目前中风治疗实践的报道。尽管培训中心不同,但治疗师使用类似的培训原则,通过培训计划使患者进步。因此,虚拟现实康复系统可以以标准化的方式提供高强度的锻炼计划,并可以根据个人损伤水平进行定制。
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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