http://journal.frontiersin.org/article/10.3389/fnins.2016.00518/full?
- Division of Functional and Restorative Neurosurgery, and Centre for Integrative Neuroscience, Eberhard Karls University of Tuebingen, Tuebingen, Germany
Introduction
Despite their participation in standard rehabilitation programs (Jørgensen et al., 1999; Dobkin, 2005),
restoration of arm and hand function for activities of daily living is
not achieved in the majority of stroke patients. In the first weeks and
months after stroke, a positive relationship between the dose of therapy
and clinically meaningful improvements has been demonstrated (Lohse et al., 2014; Pollock et al., 2014).
In stroke patients with long-standing (>6 months) upper limb
paresis, however, treatment effects were small, with no evidence of a
dose-response effect of task-specific training on the functional
capacity (Lang et al., 2016).
This has implications for the use of assistive technologies such as
robot-assisted training during stroke rehabilitation. These devices are
usually applied to further increase and standardize the amount of
therapy. They have the potential to improve arm/hand function and muscle
strength, albeit currently available clinical trials provide on the
whole only low-quality evidence (Mehrholz et al., 2015).
It has, notably, been suggested that technology-assisted improvements
during stroke rehabilitation might at least partially be due to
unspecific influences such as increased enthusiasm for novel
interventions on the part of both patients and therapists (Kwakkel and Meskers, 2014).
In particular, a comparison between robot-assisted training and
dose-matched conventional physiotherapy in controlled trials revealed no
additional, clinically relevant benefits (Lo et al., 2010; Klamroth-Marganska et al., 2014).
This might be related to saturation effects. Alternatively, the active
robotic assistance might be too supportive when providing
“assistance-as-needed” during the exercises (Chase, 2014).
More targeted assistance might therefore be necessary during these
rehabilitation exercises to maintain engagement without compromising the
patients' motivation; i.e., by providing only as much support as
necessary and as little as possible (Grimm and Gharabaghi, 2016).
In this context, passive gravity compensation with a multi-joint arm
exoskeleton may be a viable alternative to active robotic assistance (Housman et al., 2009; Grimm et al., 2016a).
In severely affected patients, performance-dependent, neuromuscular
electrical stimulation of individual upper limb muscles integrated in
the exoskeleton may increase the range of motion even further (Grimm and Gharabaghi, 2016; Grimm et al., 2016b).
These approaches focus on the improvement of motor control, which is
defined as the ability to make accurate and precise goal-directed
movements without reducing movement speed (Reis et al., 2009; Shmuelof et al., 2012), or using compensatory movements (Kitago et al., 2013, 2015).
Functional gains in hemiparetic patients, however, are often achieved
by movements that aim to compensate the diminished range of motion of
the affected limb (Cirstea and Levin, 2000; Grimm et al., 2016a).
Although these compensatory strategies might be efficient in short-term
task accomplishment, they may lead to long-term complications such as
pain and joint-contracture (Cirstea and Levin, 2007; Grimm et al., 2016a).
In this context, providing detailed information about how the movement
is carried out, i.e., the quality of the movement, is more likely to
recover natural movement patterns and avoid compensatory movements, than
to provide information about movement outcome only (Cirstea et al., 2006; Cirstea and Levin, 2007; Grimm et al., 2016a).
This feedback, however, needs to be provided implicitly, since explicit
information has been shown to disrupt motor learning in stroke patients
(Boyd and Winstein, 2004, 2006; Cirstea and Levin, 2007).
Information on movement quality has therefore been incorporated as
implicit closed-loop feedback in the virtual environment of an
exoskeleton-based rehabilitation device (Grimm et al., 2016a).
Specifically, the continuous visual feedback of the whole arm
kinematics allowed the patients to adjust their movement quality online
during each task; an approach closely resembling natural motor learning (Grimm et al., 2016a).
Along these lines, virtual reality and interactive video gaming have emerged as treatment approaches in stroke rehabilitation (Laver et al., 2015).
They have been used as an adjunct to conventional care (to increase
overall therapy time) or compared with the same dose of conventional
therapy. These studies have demonstrated benefits in improving upper
limb function and activities of daily living, albeit currently available
clinical trials tend to provide only low-quality evidence (Laver et al., 2015).
Most of these studies were conducted with mildly to moderately affected
patients. In the remaining patient group with moderate to severe upper
limp impairment, the intervention effects were more heterogeneous and
affected by the impairment level, with either no or only modest
additional gains in comparison to dose-matched conventional treatments (Housman et al., 2009; Byl et al., 2013; Subramanian et al., 2013).
With respect to the restoration of arm and hand function
in severely affected stroke patients in particular, there is still a
lack of evidence for additional benefits from technology-assisted
interventions for activities of daily living. The only means of
providing such evidence is by sufficiently powered, randomized and
adequately controlled trials (RCT).
However, such high-quality RCT studies require
considerable resources. Pilot data acquired earlier in the course of
feasibility studies may provide the rationale and justification for
later large-scale RCT. Such studies therefore need to demonstrate
significant improvements, with functional relevance for the
participating patients. Then again, costly RCT can be avoided when
innovative interventions prove to be feasible but not effective with
regard to the treatment goal, i.e., that they do not result in
functionally relevant upper extremity improvements in severely affected
stroke patients.
One recent pilot study, for example, applied brain
signals to control an active robotic exoskeleton within the framework of
a brain-robot interface (BRI) for stroke rehabilitation. This device
provided patient control over the training device via motor
imagery-related oscillations of the ipsilesional cortex (Brauchle et al., 2015).
The study illustrated that a BRI may successfully link
three-dimensional robotic training to the participant's effort.
Furthermore, the BRI allowed the severely impaired stroke patients to
perform task-oriented activities with a physiologically controlled
multi-joint exoskeleton. However, this approach did not result in
significant upper limb improvements with functional relevance for the
participating patients. This training approach was potentially too
challenging and may even have frustrated the patients (Fels et al., 2015).
The patients' cognitive resources for coping with the mental load of
performing such a neurofeedback task must therefore be taken into
consideration (Bauer and Gharabaghi, 2015a; Naros and Gharabaghi, 2015).
Mathematical modeling on the basis of Bayesian simulation indicates
that this might be achieved when the task difficulty is adapted in the
course of the training (Bauer and Gharabaghi, 2015b). Such an adaptation strategy has the potential to facilitate reinforcement learning (Naros et al., 2016b) by progressively challenging the patient (Naros and Gharabaghi, 2015).
Recent studies explored automated adaptation of training difficulty in
stroke rehabilitation of less severely affected patients (Metzger et al., 2014; Wittmann et al., 2015). More specifically, both robot-assisted rehabilitation of proprioceptive hand function (Metzger et al., 2014) and inertial sensor-based virtual reality feedback of the arm (Wittmann et al., 2015)
benefit from assessment-driven adjustments of exercise difficulty.
Furthermore, a direct comparison between adaptive BRI training and
non-adaptive training (Naros et al., 2016b) or sham adaptation (Bauer et al., 2016a)
in healthy patients revealed the impact of reinforcement-based
adaptation for the improvement of performance. Moreover, the exercise
difficulty has been shown to influence the learning incentive during the
training; more specifically, the optimal difficulty level could be
determined empirically while disentangling the relative contribution of
neurofeedback specificity and sensitivity (Bauer et al., 2016b).
In the present 4-week pilot study, we combined these
approaches and customized them for the requirements of patients with
severe upper extremity impairment by applying a multi-joint exoskeleton
for task-oriented arm and hand training in an adaptive virtual
environment. Notably, due to the severity of their impairment, these
patients were not able to practice the reach-to-grasp movements without
the exoskeleton. The set-up was, however, limited to pure antigravity
support, i.e., it provided passive rather than active assistance.
Furthermore, it tested the feasibility of closed-loop online adaptation
of exercise difficulty and aimed at automated progression of task
challenge.
No comments:
Post a Comment