Assessing the effectiveness of serious game training designed to assist in upper limb prothesis rehabilitation.

IF 1.3 Q3 REHABILITATION
Frontiers in rehabilitation sciences Pub Date : 2024-01-29 eCollection Date: 2024-01-01 DOI:10.3389/fresc.2024.1353077
Bart Maas, Corry K Van Der Sluis, Raoul M Bongers
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引用次数: 0

Abstract

Introduction: Controlling a myoelectric upper limb prosthesis is difficult, therefore training is required. Since training with serious games showed promising results, the current paper focuses on game design and its effectivity for transfer between in-game skill to actual prosthesis use for proportional control of hand opening and control of switching between grips. We also examined training duration and individual differences.

Method: Thirty-six participants were randomly assigned to one of three groups: a task-specific serious game training group, a non-task-specific serious game training group and a control group. Each group performed a pre-test, mid-test and a post-test with five training sessions between each test moment. Test sessions assessed proportional control using the Cylinder test, a test designed to measure scaling of hand aperture during grabbing actions, and the combined use of proportional and switch control using the Clothespin Relocation Test, part of the Southampton Hand Assessment Procedure and Tray Test. Switch control was assessed during training by measuring amplitude difference and phasing of co-contraction triggers.

Results: Differences between groups over test sessions were observed for proportional control tasks, however there was lack of structure in these findings. Maximum aperture changed with test moment and some participants adjusted maximum aperture for smaller objects. For proportional and switch control tasks no differences between groups were observed. The effect of test moment suggests a testing effect. For learning switch control, an overall improvement across groups was found in phasing of the co-contraction peaks. Importantly, individual differences were found in all analyses.

Conclusion: As improvements over test sessions were found, but no relevant differences between groups were revealed, we conclude that transfer effects from game training to actual prosthesis use did not take place. Task specificity nor training duration had effects on outcomes. Our results imply testing effects instead of transfer effects, in which individual differences played a significant role. How transfer from serious game training in upper limb prosthesis use can be enhanced, needs further attention.

评估旨在帮助上肢假肢康复的严肃游戏训练的有效性。
简介控制肌电上肢假肢很困难,因此需要训练。由于通过严肃游戏进行的训练取得了可喜的成果,本文重点探讨了游戏设计及其将游戏中的技能转移到实际假肢使用中的效果,以实现手部张开的比例控制和手柄之间的切换控制。我们还研究了训练持续时间和个体差异:我们将 36 名参与者随机分配到三组中的一组:特定任务严肃游戏训练组、非特定任务严肃游戏训练组和对照组。每组都进行了前测、中测和后测,每个测试时刻之间有五次训练课。测试课程使用圆柱体测试评估比例控制能力,该测试旨在测量抓取动作过程中的手部孔径缩放,还使用衣夹移动测试综合评估比例控制能力和开关控制能力,衣夹移动测试是南安普顿手部评估程序和托盘测试的一部分。在训练过程中,通过测量共同收缩触发器的振幅差和相位来评估开关控制能力:结果:在比例控制任务方面,观察到各组在测试过程中存在差异,但这些结果缺乏结构性。最大光圈随测试时间的变化而变化,一些参与者会针对较小的物体调整最大光圈。在比例控制和开关控制任务中,没有观察到组间差异。测试时间的影响表明存在测试效应。在学习开关控制时,发现各组在共同收缩峰的相位上有整体改善。重要的是,在所有分析中都发现了个体差异:我们认为,从游戏训练到假肢实际使用的转移效应并没有发生。任务的特殊性和训练持续时间对结果都没有影响。我们的结果意味着测试效应而非转移效应,其中个体差异发挥了重要作用。如何加强严肃游戏训练在上肢假肢使用中的迁移,还需要进一步关注。
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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