从理论分析到临床评估和干预:虚拟环境中的三种互动运动技能

D. Sternad
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引用次数: 8

摘要

上肢的康复已经成功地集中在使用辅助机器人设备和虚拟互动显示器的简单伸展运动上。当商业游戏技术被应用于临床时,动作往往会变得更复杂,但也更难以控制。在激励游戏吸引患者的同时,更受控制的机器人辅助范例提供了更集中的定量评估和干预。我们的实验室已经开发了三个实验任务,在虚拟现实环境中实现,将物理控制的动作与游戏方面结合起来:扔球,端着一杯咖啡,有节奏地弹跳球。所有这三种范式都是基于在虚拟实现之前对任务物理特性的理论分析。在抽象物理的数学模型的基础上,开发了新的人类表现分析,超越了简单的结果测量,并量化了运动控制的基本方面:时间,可变性,安全边际。健康受试者的基础研究为使用这些实验平台对神经系统疾病患者进行临床(前)评估和干预奠定了基础。我们提出了三项关于帕金森患者、肌张力障碍儿童和老年人的研究,以举例说明这些实验任务在评估和有针对性干预方面的潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From theoretical analysis to clinical assessment and intervention: Three interactive motor skills in a virtual environment
Rehabilitation of upper extremity has successfully focused on simple reaching movements using assistive robotic devices in concert with virtual interactive displays. When commercial gaming technology is adapted to clinical use, the movements often are more complex but also less controlled. While motivating games engage the patients, the more controlled robot-assisted paradigms afford more focused quantitative assessment and intervention. Our lab has developed three experimental tasks, implemented in virtual reality environments, that combine physically controlled movements with gaming aspects: Throwing a ball, carrying a cup of coffee, and rhythmically bouncing a ball. All three paradigms are grounded in theoretical analysis of the physics of the task before their virtual implementation. On the basis of the mathematical model of the abstracted physics, novel analyses of human performance were developed that go beyond simple outcome measures and quantify essential aspects movement control: timing, variability, safety margins. Basic research on healthy subjects laid the groundwork for using these experimental platforms for (pre)-clinical assessment and intervention in patients with neurological disorders. We present three studies on Parkinson patients, children with dystonia, and older adults to exemplify the potential of these experimental tasks for assessment and targeted intervention.
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