• DocumentCode
    1380064
  • Title

    Feasibility of Modified Remotely Monitored In-Home Gaming Technology for Improving Hand Function in Adolescents With Cerebral Palsy

  • Author

    Huber, Meghan ; Rabin, Bryan ; Docan, Ciprian ; Burdea, Grigore C. ; AbdelBaky, Moustafa ; Golomb, Meredith R.

  • Author_Institution
    Dept. of Biomed. Eng., Rutgers Univ., Piscataway, NJ, USA
  • Volume
    14
  • Issue
    2
  • fYear
    2010
  • fDate
    3/1/2010 12:00:00 AM
  • Firstpage
    526
  • Lastpage
    534
  • Abstract
    The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants´ limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.
  • Keywords
    Internet; biomechanics; brain; computer games; data gloves; diseases; home computing; neurophysiology; patient rehabilitation; patient treatment; telemedicine; Internet; Rutgers Tele-Rehabilitation Institute; cerebral palsy; custom-developed Java 3D games; exercising; fifth-dimension technology ultrasensing glove; game technology convergence; hand function; hand impairments; hemiplegia; intraventricular hemorrhage; modified remotely monitored in-home gaming technology; patient therapy; perinatal stroke; rehabilitation science; second-generation virtual rehabilitation framework; time 30 min; time 6 month to 10 month; Cerebral palsy; game console; hemiplegia; sensing glove; telerehabilitation; Activities of Daily Living; Adolescent; Cerebral Palsy; Exercise Therapy; Feasibility Studies; Hand; Hemiplegia; Humans; Linear Models; Questionnaires; Treatment Outcome; User-Computer Interface; Video Games;
  • fLanguage
    English
  • Journal_Title
    Information Technology in Biomedicine, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1089-7771
  • Type

    jour

  • DOI
    10.1109/TITB.2009.2038995
  • Filename
    5378504