Innovative Biofeedback Interface for Enhancing Stroke Gait Rehabilitation
Ключови думи
Резюме
Описание
Stroke is the leading cause of adult disability. Even after discharge from rehabilitation, residual gait deficits are prevalent in stroke survivors, leading to decreased walking speed and endurance. Because gait dysfunctions limit community mobility, stroke survivors and rehabilitation clinicians consider restoration of walking a major goal of rehabilitation. Several challenges and research gaps limit the effectiveness of current clinical gait rehabilitation practices. While there is consensus that stroke survivors benefit from gait rehabilitation, agreement is lacking on which specific training interventions are most efficacious. The long-term goal of this proposal is to address these challenges by developing personalized, engaging, salient gait training treatments founded on evidence from neuroscience, biomechanics, motor learning, and gaming.
Real-time biofeedback is a promising gait training intervention for targeting specific biomechanical impairments. Biofeedback can enhance an individual's awareness of the impairment targeted during gait training, enabling self-correction of aberrant gait patterns.
In response to treadmill training combined with visual and auditory real-time biofeedback, able-bodied individuals can increase AGRF unilaterally for the targeted limb. Thus, AGRF biofeedback may be a beneficial strategy to target unilateral propulsive deficits in people post-stroke. Incorporation of gaming interfaces for gait biofeedback can increase patient motivation, distract participants from fatigue or boredom, and encourage greater numbers of repetitions during gait training.
The long-term goal of this study is to develop a more engaging, motivating gait biofeedback methodologies specifically designed for post-stroke gait training. The researchers aim to address a major challenge for rehabilitation clinicians - to make gait training appealing and meaningful so that patients engage in sufficient repetitions, intensity, and challenge to maximize therapeutic effectiveness. The study premise is that post-stroke individuals will demonstrate greater engagement, motivation, and therapeutic benefits during gait training sessions involving biofeedback when training incorporates intuitive, entertaining, game-based interfaces. Outcomes of the study will include measures of participant engagement, user-reports and survey-responses on motivation, fatigue, game characteristics, and adverse effects (e.g. nausea, dizziness) during game exposure. In addition to this clinical trial with stroke survivor participants, data about the game interface will be collected by having able-bodied neuro-rehabilitation clinicians try the 3 types of biofeedback interventions.
Дати
Последна проверка: | 03/31/2020 |
Първо изпратено: | 07/07/2019 |
Очаквано записване подадено: | 07/07/2019 |
Първо публикувано: | 07/09/2019 |
Изпратена последна актуализация: | 04/07/2020 |
Последна актуализация публикувана: | 04/09/2020 |
Действителна начална дата на проучването: | 08/31/2020 |
Приблизителна дата на първично завършване: | 11/30/2020 |
Очаквана дата на завършване на проучването: | 11/30/2020 |
Състояние или заболяване
Интервенция / лечение
Other: Game without AR
Other: Game with AR
Other: Traditional Biofeedback Interface
Фаза
Групи за ръце
Arm | Интервенция / лечение |
---|---|
Other: Game without AR, Game with AR, Traditional Interface Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: game without AR, game with AR, traditional interface | |
Other: Game without AR, Traditional Interface, Game with AR Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: game without AR, traditional interface, game with AR | |
Other: Game with AR, Game without AR, Traditional Interface Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: game with AR, game without AR, traditional interface | |
Other: Game with AR, Traditional Interface, Game without AR Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: game with AR, traditional interface, game without AR | |
Other: Traditional Interface, Game without AR, Game with AR Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: traditional interface, game without AR, game with AR | |
Other: Traditional Interface, Game with AR, Game without AR Post-stroke participants randomized to receive the three gait training biofeedback interfaces in the order of: traditional interface, game with AR, game without AR |
Критерии за допустимост
Възрасти, отговарящи на условията за проучване | 30 Years Да се 30 Years |
Полове, допустими за проучване | All |
Приема здрави доброволци | Да |
Критерии | Inclusion Criteria for Post-Stroke Participants: - chronic stroke (>6 months post stroke) - ambulatory with or without the use of a cane or walker - able to walk for 2 minutes at the self-selected speed without an orthoses - resting heart rate 40-100 beats per minute Exclusion Criteria for Post-Stroke Participants: - cerebellar signs (ataxic ("drunken") gait or decreased coordination during rapid alternating hand or foot movements - history of lower extremity joint replacement - inability to communicate with investigators - neglect/hemianopia, or unexplained dizziness in last 6 months - neurologic conditions other than stroke - orthopedic problems in the lower limbs or spine (or other medical conditions) that limit walking or cause pain during walking |
Резултат
Първични изходни мерки
1. Change in Pittsburgh Rehabilitation Participation Scale (PRPS) Score [Day 1, after each of the three biofeedback interface sessions]
2. Change in Boredom [Day 1, after each of the three biofeedback interface sessions]
3. Success rate of target paretic AGRF [Day 1, after each of the three biofeedback interface sessions]
Вторични изходни мерки
1. Change in Fatigue [Day 1, after each of the three biofeedback interface sessions]
2. Change in Hopkins Rehabilitation Engagement Rating Scale (HRERS) Score [Day 1, after each of the three biofeedback interface sessions]
3. Change in Motivation [Day 1, after each of the three biofeedback interface sessions]
4. Game Ease of Use [Day 1]