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Development of a Kinect-based Bilateral Intensive Training Program for Children with Cerebral Palsy: A Feasibility Study
virtual reality,bilateral intensive training,cerebral palsy,feasibility study,Kinect,
|Publication Year :||2019|
Cerebral palsy (CP) is the primary cause of disability in children, and it influences their activities of daily living. Children with CP demonstrate a deficiency in upper limb motor ability, and various upper limb motor impairments will affect their activities of daily living. Nowadays, bilateral intensive training (BIT) is viewed as an effective approach to improve the upper limb motor function of children with CP. Nevertheless, large doses of intensive practice may reduce children’s motivation in rehabilitation programs. In recent years, numerous studies have applied diverse types of Virtual reality (VR) systems in the area of rehabilitation. However, the effects of VR are still controversial. Since the high intensity of BIT may reduce children’s motivation and the effect of VR is still controversial, integrating VR with the principle BIT may be a possible way to resolve. The purpose of this study was primarily to develop a motivation and rehabilitation-specific Kinect-based BIT program for children with CP. The hypotheses of this study are (1) The Kinect-based BIT program is feasible for children with CP. (2) It provides the just-right challenge, fun, appeal, and safety for children with CP. (3) It achieves the rehabilitation intentions and elicits the expected training.
The Kinect-based BIT program was developed by the principles of BIT, emphasizing on bilateral hand use and intensive, repetitive training. In addition, the features of motor learning theory were considered to bring in the program. a game experience questionnaire was used to test motivation and the motion analysis system was used to test whether or not rehabilitation-specific goals were achieved. In this feasibility study, ten children with CP were enrolled. The mean age of these children was 116.2 months (standard deviation (SD) = 29.16 months). The male-to-female ratio in this study was 1:1. In half of the children, the affected side was the right side, while the affected side of the others was the left. Participants played Kinect-based BIT games for 20 minutes. Upper limb joint kinematics was recorded via the motion analysis system when the children played the games. After finishing gameplay, the children were asked to complete the questionnaire on the subjective gameplay experience.
The results of the game experience questionnaire indicated that the children expressed a positive attitude toward this Kinect-based BIT program. The mean score of the difficulty in the game was 6.45 (SD = 1.48). The result showed that the game provided appropriate challenges for the children with CP. The results on safety during the gameplay demonstrated that all the children felt safe while playing the game. Most of the parents expressed that they could accept such VR games. In addition, the results of the kinematic data showed that the game trained the functional range of motion of the children with CP. The results of the cross-correlation showed that the movements in the Master Baker tended to be symmetrical and the movements in the Master I-Vendor tended to be asymmetrical.
According to the results of the questionnaire and kinematic measurements, Kinect-based BIT programs may provide a feasible treatment modality for children with CP. Kinect-based BIT program provides the just-right challenge, fun, appeal, and safety for children with CP. Also, it achieves the rehabilitation intentions and elicits the expected training. The results of the game experience questionnaire support the conclusion that the games provided a child-friendly environment. Most of the parents could accept that their children played these games at home for rehabilitation purposes. Hence, both Kinect-based games are feasible and can be applied as alternative approaches for BIT.
|Appears in Collections:||職能治療學系|
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