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完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.advisor | 陳顥齡 | |
dc.contributor.author | LU-CHI HSIAO | en |
dc.contributor.author | 蕭稑錡 | zh_TW |
dc.date.accessioned | 2021-06-17T06:01:37Z | - |
dc.date.available | 2024-03-05 | |
dc.date.copyright | 2019-03-05 | |
dc.date.issued | 2019 | |
dc.date.submitted | 2019-02-02 | |
dc.identifier.citation | Aarts, P. B., Jongerius, P. H., Geerdink, Y. A., van Limbeek, J., & Geurts, A. C. (2011). Modified Constraint-Induced Movement Therapy combined with Bimanual Training (mCIMT–BiT) in children with unilateral spastic cerebral palsy: How are improvements in arm-hand use established?. Research in developmental disabilities, 32(1), 271-279.
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A neurocognitive perspective on developmental disregard in children with hemiplegic cerebral palsy. Research In Developmental Disabilities, 32(6), 2157-2163. doi:10.1016/j.ridd.2011.07.012 Houwink, A., Geerdink, Y. A., Steenbergen, B., Geurts, A. C., & Aarts, P. B. (2013). Assessment of upper-limb capacity, performance, and developmental disregard in children with cerebral palsy: validity and reliability of the revised Video-Observation Aarts and Aarts module: Determine Developmental Disregard (VOAA-DDD-R). Developmental Medicine & Child Neurology, 55(1), 76-82. doi:10.1111/j.1469-8749.2012.04442.x Hung, Y. C., Charles, J., & Gordon, A. M. (2004). Bimanual coordination during a goal-directed task in children with hemiplegic cerebral palsy. Developmental Medicine and Child Neurology, 46(11), 746-753. Hung, Y. C., Ferre, C. L., & Gordon, A. M. (2017). Improvements in Kinematic Performance After Home-Based Bimanual Intensive Training for Children with Unilateral Cerebral Palsy. 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NeuroRehabilitation, 31(4), 357-365. doi:10.3233/nre-2012-00804 Sakzewski, L., Gordon, A., & Eliasson, A. C. (2014). The state of the evidence for intensive upper limb therapy approaches for children with unilateral cerebral palsy. Journal of Child Neurology, 29(8), 1077-1090. doi:10.1177/0883073814533150 Sakzewski, L., Ziviani, J., & Boyd, R. N. (2014). Efficacy of upper limb therapies for unilateral cerebral palsy: a meta-analysis. Pediatrics, 133(1), e175-e204. Sharma, D. A., Chevidikunnan, M. F., Khan, F. R., & Gaowgzeh, R. A. (2016). Effectiveness of knowledge of result and knowledge of performance in the learning of a skilled motor activity by healthy young adults. Journal of physical therapy science, 28(5), 1482-1486. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93. Stoykov, M. E., Lewis, G. N., & Corcos, D. M. (2009). 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Discrete bimanual co-ordination in children and young adolescents with hemiparetic cerebral palsy: recent findings, implications and future research directions. Pediatric Rehabilitation, 9(2), 127-136. Weightman, A., Preston, N., Levesley, M., Holt, R., Mon-Williams, M., Clarke, M., ... & Bhakta, B. (2011). Home-BASED computer-assisted upper limb exercise for young children with cerebral palsy: A Feasibility study investigating impact on motor control and functional outcome. Journal of rehabilitation medicine, 43(4), 359-363. doi:10.2340/16501977-0679 Weinstein, M., Myers, V., Green, D., Schertz, M., Shiran, S. I., Geva, R., ... & Ben Bashat, D. (2015). Brain plasticity following intensive bimanual therapy in children with hemiparesis: preliminary evidence. Neural plasticity, 2015. doi:10.1155/2015/798481 Weiss, P. L., Tirosh, E., & Fehlings, D. (2014). Role of virtual reality for cerebral palsy management. Journal of child neurology, 29(8), 1119-1124. doi:10.1177/0883073814533007 Wille, D., Eng, K., Holper, L., Chevrier, E., Hauser, Y., Kiper, D., ... & Meyer-Heim, A. (2009). Virtual reality-based paediatric interactive therapy system (PITS) for improvement of arm and hand function in children with motor impairment—a pilot study. Developmental neurorehabilitation, 12(1), 44-52. doi:10.1080/17518420902773117 Wu, G., Van der Helm, F. C., Veeger, H. D., Makhsous, M., Van Roy, P., Anglin, C., ... & Werner, F. W. (2005). ISB recommendation on definitions of joint coordinate systems of various joints for the reporting of human joint motion—Part II: shoulder, elbow, wrist and hand. Journal of biomechanics, 38(5), 981-992. Zielinski, I. M., Jongsma, M. L., Baas, C. M., Aarts, P. B., & Steenbergen, B. (2014). Unravelling developmental disregard in children with unilateral cerebral palsy by measuring event-related potentials during a simple and complex task. BMC neurology, 14(1), 6. doi:10.1186/1471-2377-14-6 Zielinski, I. M., Steenbergen, B., Baas, C. M., Aarts, P. B., & Jongsma, M. L. (2014). Neglect-like characteristics of developmental disregard in children with cerebral palsy revealed by event related potentials. BMC neurology, 14(1), 221. doi:10.1186/s12883-014-0221-0 周文忠. (2005). 虛擬實境之意義與應用. 資訊科學應用期刊第1卷第1期. | |
dc.identifier.uri | http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/71485 | - |
dc.description.abstract | 背景
腦性麻痺為造成孩童失能的主要原因,並影響孩童日常生活活動。腦性麻痺孩童常伴隨著上肢動作功能缺損而影響其日常活動。現今,雙側上肢療法被視為一個實證治療介入用以改善腦性麻痺孩童上肢動作功能,然而高密集的雙側上肢療法可能導致降低孩童復健治療動機。近幾年,許多研究應用虛擬實境於復健治療中,但是虛擬實境用於復健治療的療效仍具有爭議。既然高密集性的雙側上肢療法可能降低腦性麻痺孩童治療動機且虛擬實境應用於復健治療的療效仍具有爭議,也許應用雙側上肢療法開發於虛擬實境是個可行的解決方法。因此本研究主要目的為發展一個促進孩童動機同時具有復健療效的Kinect雙側上肢治療方案,並測試其可行性。研究假設為1.此Kinect雙側上肢治療方案對於腦性麻痺孩童是可行的復健方案2.此方案提供腦性麻痺孩童最適化挑戰、樂趣與安全3.此方案有達成復健目的。 方法 此Kinect雙側上肢治療方案為基於雙側上肢治療的原則進行遊戲設計,強調雙手的使用及密集且重複的訓練,並參照動作學習理論的概念。研究者使用遊戲體驗問卷來測試孩童動機,並運用運動分析系統來測試是否實現復健目標。在可行性研究中,一共招募10位腦性麻痺孩童。十位孩童平均年齡為119.2個月(標準差:29.16個月),男女比為1:1,患側邊為左側共五位。所有孩童皆體驗20分鐘的Kinect雙側上肢治療方案,在遊戲過程中會使用動作分析系統紀錄孩童上肢各肢段的關節運動學,並於遊戲體驗結束後,藉由遊戲體驗問卷方式探討腦性麻痺孩童接受此雙側上肢治療方案的使用者經驗。 結果 結果顯示遊戲提供腦性麻痺孩童適當的挑戰。此外,孩童皆認為在遊戲過程中為安全無虞。大部分家長也願意讓孩童於家中接受此Kinect雙側上肢治療方案。另外,根據動作分析結果,上肢關節角度顯示此雙側上肢治療方案有達到訓練功能性角度的目的;互相關(cross-correlation)的結果顯示烘焙大師為雙手對稱遊戲,而冰果大師為雙手不對稱遊戲。 討論 上述研究結果支持此Kinect雙側上肢治療方案對於腦性麻痺孩童是一可行性治療方案。此治療方案提供孩童最適化挑戰、樂趣與安全,同時也達到復健目的。遊戲體驗問卷的結果亦支持此Kinect雙側上肢治療方案提供孩童友善的環境。 大部分家長亦可以接受於家中由職能治療師進行此雙側上肢治療方案。因此,這Kinect雙側上肢治療方案是可行並可以應用作為雙側上肢治療的替代性方案。 | zh_TW |
dc.description.abstract | 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. | en |
dc.description.provenance | Made available in DSpace on 2021-06-17T06:01:37Z (GMT). No. of bitstreams: 1 ntu-108-R05429010-1.pdf: 3073580 bytes, checksum: f1ca0435c156994024aa10dbc375f42c (MD5) Previous issue date: 2019 | en |
dc.description.tableofcontents | Table of contents
口試委員審定書 i 致謝 ii 中文摘要 iii Abstract v Table of contents viii List of Figures x List of Tables x Chapter 1. Introduction 1 1.1 Cerebral Palsy 2 1.1.1 Upper Limb Motor Function Deficits in Children with CP 2 1.1.2 Developmental disregard 3 1.2 Bilateral Intensive Training 4 1.2.1 Background of BIT 4 1.2.2 Principles of BIT 5 1.2.3 Effects of BIT 6 1.2.4 Limitation of BIT 7 1.3 Virtual Reality 8 1.3.1 Type of virtual reality 8 1.3.2 VR applied to CP Rehabilitation 9 1.3.3 Advantages of VR 10 1.3.4 Limitations of VR 10 1.4 Knowledge Gaps 11 1.5 Purpose 12 1.6 Hypotheses 12 Chapter 2. Method 13 2.1 Game Design 13 2.1.1 Hardware 13 2.1.2 Game screens 13 2.1.3 User Interface 14 2.1.4 Training movement 15 2.1.5 Definition of success and failure in each stage 16 2.1.6 Main elements of the games 16 2.2 Twenty-minute Feasibility Study 20 2.2.1 Participants 20 2.2.2 Equipment 21 2.2.3 Questionnaire 21 2.2.4 Procedure 22 2.2.5 Data Analysis 23 2.3 Thirty-six-hour Feasibility Study 24 2.3.1 Participants 24 2.3.2 Procedures 25 Chapter 3. Results 26 3.1 Demographic data 26 3.2 Results of the game experience questionnaire 26 3.3 Results of the kinematic data and the computerized data 28 3.4 Results of the Thirty-six-hour Feasibility Study 30 Chapter 4. Discussion 35 4.1 The Kinect-based BIT achieves intensive structured practice 35 4.1.1 Intensive practice 35 4.1.2 Functional Training 36 4.1.3 Individualized game 37 4.1.4 Compensation 39 4.1.5 Symmetric game and asymmetric game 39 4.2 The Kinect-based BIT program provides an entertaining environment for children with CP 39 4.3 Effects of Thirty-six-hour Feasibility Study 41 4.4 Study Limitation 42 4.5 Future Work 43 Chapter 5. Conclusions 44 References 45 List of Figures Figure 1. Game process of Master Baker 50 Figure 2. Game process of Master I-Vendor 50 Figure 3. User Interface 53 Figure 4. Prevention of compensation 54 Figure 5. The locations of the infrared retro-reflective markers 55 Figure 6. Questionnaire 59 Figure 7. The success rate of taking objects in Master Baker 60 Figure 8. The success rate of grasping in Master Baker 60 Figure 9. The success rate of clapping in Master Baker 61 Figure 10. The success rate of holding in Master I-Vendor 62 Figure 11. The average time of sending animals shaved ice in Master I-Vendor 62 List of Tables Table 1. The comparison of CIT, BIT, and VR 63 Table 2. Training movement of Master Baker 64 Table 3. Training movement of Master I-Vendor 64 Table 4. Definitions of Success and Failure in each stage of Master Baker 65 Table 5. Definitions of Success and Failure in each stage of Master I-Vendor 66 Table 6. The representative movements at each stage 67 Table 7. Demographic data of participants in the feasibility study 68 Table 8. Results of the game experience questionnaire 68 Table 9. Results of the range of motion when playing the Master Baker game 69 Table 10. Results of the range of motion when playing the Master I-Vendor game 70 Table 11. The results of cross-correlation of the Master Baker game 71 Table 12. The results of cross-correlation of the Master I-Vendor game 71 Table 13. Demographic data of participants in the 36-hour feasibility study 71 | |
dc.language.iso | en | |
dc.title | 腦性麻痺孩童雙側上肢體感動作訓練系統之發展:可行性評估 | zh_TW |
dc.title | Development of a Kinect-based Bilateral Intensive Training Program for Children with Cerebral Palsy: A Feasibility Study | en |
dc.type | Thesis | |
dc.date.schoolyear | 107-1 | |
dc.description.degree | 碩士 | |
dc.contributor.oralexamcommittee | 謝清麟,陳嘉玲,郭立杰,王湉妮 | |
dc.subject.keyword | 虛擬實境,雙側上肢治療,腦性麻痺,可行性試驗,體感裝置, | zh_TW |
dc.subject.keyword | virtual reality,bilateral intensive training,cerebral palsy,feasibility study,Kinect, | en |
dc.relation.page | 71 | |
dc.identifier.doi | 10.6342/NTU201900112 | |
dc.rights.note | 有償授權 | |
dc.date.accepted | 2019-02-05 | |
dc.contributor.author-college | 醫學院 | zh_TW |
dc.contributor.author-dept | 職能治療研究所 | zh_TW |
顯示於系所單位: | 職能治療學系 |
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