不同类型的增强反馈对脑卒中后快速步行速度表现和内在动机的直接影响

IF 1.9 Q2 REHABILITATION
Saleh M. Alhirsan PT, MSc, PhD , Carmen E. Capó-Lugo PT, PhD , Christopher P. Hurt PhD , Gitendra Uswatte PhD , Haiyan Qu PhD , David A. Brown PT, PhD
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引用次数: 1

摘要

目的研究不同类型的增强反馈对步行速度和步行后内在动机的直接影响。设计A受试者重复测量设计。Setting大学康复中心。参与者18名慢性脑卒中偏瘫患者,平均年龄55.67±13.63岁,中位脑卒中发作期为36(24,81)个月(N=18)。干预措施不适用。主要结果在3种实验条件下的每一种条件下,在机器人跑步机上测量13米的无反馈和13米的增强反馈快速行走速度:(1)无虚拟现实(VR),(2)有简单的VR界面,(3)有VR练习游戏。结果尽管差异无统计学意义,但在无VR的增强反馈中,快走速度较高(0.86±0.44m/s);简单VR接口(0.87±0.41m/s);VR运动(0.87±0.44m/s)条件比无反馈快速步行(0.81±0.40m/s)条件要好。反馈类型对内在动机有显著影响(P=.04)。事后分析显示,在VR运动游戏条件和无VR条件下,IMI的兴趣和享受具有临界意义(P=.091)。结论增强反馈影响了要求在机器人跑步机上快速行走的脑卒中成年人的内在动机和享受。有必要对更大样本进行额外的研究,以检验动机和步行训练结果的这些方面之间的关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke

The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke

The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke

Objective

To examine the immediate effects of different types of augmented feedback on walking speed and intrinsic motivation post-stroke.

Design

A within-subjects repeated-measures design.

Setting

A university rehabilitation center.

Participants

Eighteen individuals with chronic stroke hemiparesis with a mean age of 55.67±13.63 years and median stroke onset of 36 (24, 81) months (N=18).

Interventions

Not applicable.

Primary outcome

Fast walking speed measured on a robotic treadmill for 13 meters without feedback and 13 meters with augmented feedback on each of the 3 experimental conditions: (1) without virtual reality (VR), (2) with a simple VR interface, and (3) with VR-exergame. Intrinsic motivation was measured using the Intrinsic Motivation Inventory (IMI).

Results

Although the differences were not statistically significant, fast-walking speed was higher in the augmented feedback without VR (0.86±0.44 m/s); simple VR interface (0.87±0.41 m/s); VR-exergame (0.87±0.44 m/s) conditions than in the fast-walking speed without feedback (0.81±0.40 m/s) condition. The type of feedback had a significant effect on intrinsic motivation (P=.04). The post hoc analysis revealed borderline significance on IMI-interest and enjoyment between the VR-exergame condition and the without-VR condition (P=.091).

Conclusion

Augmenting feedback affected the intrinsic motivation and enjoyment of adults with stroke asked to walk fast on a robotic treadmill. Additional studies with larger samples are warranted to examine the relations among these aspects of motivation and ambulation training outcomes.

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