http://www.jneuroengrehab.com/content/13/1/18
1
Faculdade das Ciências Exatas e da Engenharia, Universidade da Madeira,
Campus Universitário da Penteada, Funchal, 9020-105, Portugal
2 Madeira Interactive Technologies Institute, Polo Científico e Tecnológico da Madeira, Caminho da Penteada, Funchal, 9020-105, Portugal
3 Department of Electrical and Computer Engineering, Carnegie Mellon University, Pittsburgh, PA, USA
2 Madeira Interactive Technologies Institute, Polo Científico e Tecnológico da Madeira, Caminho da Penteada, Funchal, 9020-105, Portugal
3 Department of Electrical and Computer Engineering, Carnegie Mellon University, Pittsburgh, PA, USA
Journal of NeuroEngineering and Rehabilitation 2016, 13:18
doi:10.1186/s12984-016-0127-8
The electronic version of this article is the complete one and can be found online at: http://www.jneuroengrehab.com/content/13/1/18
Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
The electronic version of this article is the complete one and can be found online at: http://www.jneuroengrehab.com/content/13/1/18
Open AccessThis article is distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
Abstract
Background
The enduring aging of the world population and prospective increase of age-related
chronic diseases urge the implementation of new models for healthcare delivery. One
strategy relies on ICT (Information and Communications Technology) home-based solutions
allowing clients to pursue their treatments without institutionalization. Stroke survivors
are a particular population that could strongly benefit from such solutions, but is
not yet clear what the best approach is for bringing forth an adequate and sustainable
usage of home-based rehabilitation systems. Here we explore two possible approaches:
coaching and gaming.
Methods
We performed trials with 20 healthy participants and 5 chronic stroke survivors to
study and compare execution of an elbow flexion and extension task when performed
within a coaching mode that provides encouragement or within a gaming mode. For each
mode we analyzed compliance, arm movement kinematics and task scores. In addition,
we assessed the usability and acceptance of the proposed modes through a customized
self-report questionnaire.
Results
In the healthy participants sample, 13/20 preferred the gaming mode and rated it as
being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived
as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement
of the end effector) was significantly higher (p < .001) during coaching. However, the quality of movements was superior in gaming
with a trend towards shorter movement duration (p = .074), significantly shorter travel distance (p < .001), higher movement efficiency (p < .001) and higher performance scores (p < .001). Stroke survivors also showed a trend towards higher activity levels in coaching,
but with more movement quality during gaming. Finally, both training modes showed
overall high acceptance.
Conclusions
Gaming led to higher enjoyment and increased quality in movement execution in healthy
participants. However, we observed that game mechanics strongly determined user behavior
and limited activity levels. In contrast, coaching generated higher activity levels.
Hence, the purpose of treatment and profile of end-users has to be considered when
deciding on the most adequate approach for home based stroke rehabilitation.
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