A Game-Based Mechatronic Device for Digital Rehabilitation of Hand Function After a Stroke: Design, Prototyping, and Feasibility Study.

JMIR neurotechnology Pub Date : 2025-03-19 eCollection Date: 2025-01-01 DOI:10.2196/67779
Anuprita Kanitkar, Nariman Sepehri, Ariel Lezen, Sanjay Tejraj Parmar, Cherry Kit-Fong Hin, Tony Joseph Szturm
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Abstract

Background: This paper presents an easy-to-use, affordable robotic manipulandum device (RMD) equipped with smart monitoring and assistive technologies to engage in game-based exercise and repetitive task practice. The RMD has been designed to enhance a wide range of fine motor manual dexterity skills, including thumb, finger, and wrist movements. By focusing on finger and hand functions, it extends its utility beyond basic reaching or object transfer movements. Various interchangeable 3D-printed therapy handles of different shapes and sizes can be easily attached to the RMD drive shaft. These handle movements can be used to engage with numerous affordable, commercially available computer games, allowing patients to practice tasks that involve varying movement amplitudes, speeds, precision, and cognitive challenges. Additionally, the device is capable of automatically recording and storing the patient's real-time performance data on any given computer, integrating assessment into treatment.

Objective: A pilot study was conducted with 5 patients with stroke to examine the feasibility and benefits of a 6-week game-based exercise program using the proposed device.

Methods: A feasibility study was conducted with 5 participants. Data were collected using the computer game-based upper extremity assessment of manual dexterity and Wolf Motor Function Test (WMFT) before and after the intervention lasting 6 weeks.

Results: The pilot study demonstrated that clients' expectations related to manual dexterity were met. The average improvement in the functional ability score of the WMFT was 14 (SD 3) points, with all participants exceeding the minimal clinically important difference. The average reduction in total time was 30 (SD 14) seconds, with 4 of 5 participants surpassing the minimal clinically important difference. For the computer game-based upper extremity assessment, the average improvement in success rate was 23% (SD 12%), and the average decrease in response time was 105 (SD 44) milliseconds.

Conclusions: Findings revealed acceptable, engaging, game-based, and task-oriented training with a high level of compliance. Substantial improvements from pre- to postintervention were observed using the WMFT and assessments of manual dexterity.

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一种基于游戏的用于中风后手部功能数字康复的机电设备:设计、原型制作和可行性研究。
背景:本文介绍了一种易于使用,价格合理的机器人操纵装置(RMD),配备智能监控和辅助技术,用于基于游戏的练习和重复任务练习。该RMD已被设计用于提高范围广泛的精细运动的灵巧性技能,包括拇指,手指和手腕的运动。通过专注于手指和手的功能,它扩展了它的实用性,超越了基本的到达或物体转移运动。各种可互换的不同形状和大小的3d打印治疗手柄可以很容易地连接到RMD驱动轴。这些手柄运动可以用于参与许多价格合理的商业电脑游戏,允许患者练习涉及不同运动幅度,速度,精度和认知挑战的任务。此外,该设备能够在任何给定的计算机上自动记录和存储患者的实时表现数据,将评估整合到治疗中。目的:对5例脑卒中患者进行了一项试点研究,以检验使用所提出的设备进行为期6周的基于游戏的锻炼计划的可行性和益处。方法:对5名受试者进行可行性研究。采用电脑游戏上肢手灵巧度评估和Wolf运动功能测试(WMFT)收集干预前后6周的数据。结果:初步研究表明,客户对手灵巧性的期望得到了满足。WMFT功能能力评分的平均改善为14 (SD 3)分,所有参与者都超过了最小临床重要差异。总时间的平均减少为30 (SD 14)秒,5名参与者中有4名超过了最小临床重要差异。对于基于电脑游戏的上肢评估,成功率的平均提高为23% (SD 12%),反应时间的平均减少为105毫秒(SD 44)。结论:研究结果显示,可接受的、引人入胜的、基于游戏的、以任务为导向的训练具有很高的依从性。从干预前到干预后,使用WMFT和手灵巧度评估观察到实质性的改善。
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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