Clinical evolution or familiarization?: Time analysis of serious games exercises to assess the learning effect

Bonnechère Bruno, Jansen Bart, Omelina Lubos, Diaz Florent, S. Victor, Van Sint Jan Serge
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引用次数: 4

Abstract

Thanks to the evolution of game controllers (mainly the Kinect™ sensor and the Balance Board™), video games are becoming more and more popular in physical rehabilitation. Indeed the integration of serious games in rehabilitation has been tested for various pathologies (e.g. brain stroke, cerebral palsy, Parkinson's disease...). Parallel to this clinical research, a lot of studies have been done in order to validate the use of these game controllers for simple biomechanical evaluation. Currently, it is thus possible to record the motions performed by the patients during serious gaming exercises for later analysis. Therefore, data collected during the exercises could be used for monitoring the evolution of the patients during long term rehabilitation. Before using the parameters extracted from the games to assess patients' evolution two important aspects must be verified: the reproducibility of measurement and a possible effect of learning of the task to be performed. To evaluate these parameters two specially developed games for physical rehabilitation were used. Ten healthy adults played 9 sessions of games over a 3 weeks period. Different parameters were extracted from the games: time, range of motion, reaching area... ANOVA and ICC were processed to evaluate reproducibility of measurement. The majority of the learning effect occurred during the very first session. Therefore, in order to allow regular monitoring the results of this first session should not be included in the follow-up of the patient.
临床进化还是熟悉?:认真游戏练习时间分析,评估学习效果
由于游戏控制器(主要是Kinect™传感器和平衡板™)的发展,电子游戏在身体康复中变得越来越受欢迎。事实上,严肃游戏在康复治疗中的整合已经针对各种病理(如脑中风、脑瘫、帕金森病等)进行了测试。与这项临床研究平行的是,为了验证这些游戏控制器在简单生物力学评估中的使用,已经进行了大量的研究。目前,记录患者在认真的游戏练习中所做的动作以供以后分析是可能的。因此,在运动过程中收集的数据可以用于监测患者在长期康复过程中的演变。在使用从游戏中提取的参数来评估患者的进化之前,必须验证两个重要方面:测量的可重复性和待执行任务的可能学习效果。为了评估这些参数,使用了两个专门开发的物理康复游戏。10名健康成年人在3周的时间里玩了9次游戏。从游戏中提取不同的参数:时间、运动范围、到达区域……采用方差分析(ANOVA)和ICC对测量结果的再现性进行评价。大部分的学习效果发生在第一阶段。因此,为了允许定期监测,第一次会议的结果不应包括在患者的随访中。
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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