The design and evaluation of electromyography and inertial biofeedback in hand motor therapy gaming.

A MacIntosh, N Vignais, V Vigneron, L Fay, A Musielak, E Desailly, E Biddiss
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引用次数: 5

Abstract

This article details the design of a co-created, evidence-based biofeedback therapy game addressing the research question: is the biofeedback implementation efficient, effective, and engaging for promoting quality movement during a therapy game focused on hand gestures? First, we engaged nine young people with Cerebral Palsy (CP) as design partners to co-create the biofeedback implementation. A commercially available, tap-controlled game was converted into a gesture-controlled game with added biofeedback. The game is controlled by forearm electromyography and inertial sensors. Changes required to integrate biofeedback are described in detail and highlight the importance of closely linking movement quality to short- and long-term game rewards. After development, 19 participants (8-17 years old) with CP played the game at home for 4 weeks. Participants played 17 ± 9 min/day, 4 ± 1 day/week. The biofeedback implementation proved efficient (i.e. participants reduced compensatory arm movements by 10.2 ± 4.0%), effective (i.e. participants made higher quality gestures over time), and engaging (i.e. participants consistently chose to review biofeedback). Participants found the game usable and enjoyable. Biofeedback design in therapy games should consider principles of motor learning, best practices in video game design, and user perspectives. Design recommendations for integrating biofeedback into therapy games are compiled in an infographic to support interdisciplinary knowledge sharing.

手运动治疗游戏中肌电图与惯性生物反馈的设计与评估。
这篇文章详细介绍了一个共同创建的基于证据的生物反馈治疗游戏的设计,以解决研究问题:在以手势为重点的治疗游戏中,生物反馈的实施是否高效、有效,并能促进高质量的运动?首先,我们邀请了9名患有脑瘫(CP)的年轻人作为设计伙伴,共同创建生物反馈实现。一款市面上可以买到的轻触控制游戏被转换成一款带有生物反馈的手势控制游戏。游戏由前臂肌电图和惯性传感器控制。详细描述了整合生物反馈所需的变化,并强调了将移动质量与短期和长期游戏奖励紧密联系起来的重要性。开发完成后,19名患有CP的参与者(8-17岁)在家玩了4周的游戏。受试者每天玩17±9分钟,每周玩4±1天。生物反馈的实施被证明是高效的(即参与者减少了10.2%±4.0%的补偿性手臂运动),有效的(即参与者随着时间的推移做出了更高质量的手势),并且具有吸引力(即参与者始终选择回顾生物反馈)。参与者发现这个游戏很有用,也很有趣。治疗游戏中的生物反馈设计应该考虑运动学习原则、电子游戏设计的最佳实践和用户视角。将生物反馈整合到治疗游戏中的设计建议汇编在信息图表中,以支持跨学科知识共享。
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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