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Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study

INTRODUCTION: Virtual Reality/serious games (SG) and functional electrical stimulation (FES) therapies are used in upper limb stroke rehabilitation. A combination of both approaches seems to be beneficial for therapy success. The feasibility of a combination of SG and contralaterally EMG-triggered F...

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Autores principales: Höhler, Chiara, Wild, Laura, de Crignis, Alexandra, Jahn, Klaus, Krewer, Carmen
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10248145/
https://www.ncbi.nlm.nih.gov/pubmed/37304665
http://dx.doi.org/10.3389/fnbot.2023.1168322
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author Höhler, Chiara
Wild, Laura
de Crignis, Alexandra
Jahn, Klaus
Krewer, Carmen
author_facet Höhler, Chiara
Wild, Laura
de Crignis, Alexandra
Jahn, Klaus
Krewer, Carmen
author_sort Höhler, Chiara
collection PubMed
description INTRODUCTION: Virtual Reality/serious games (SG) and functional electrical stimulation (FES) therapies are used in upper limb stroke rehabilitation. A combination of both approaches seems to be beneficial for therapy success. The feasibility of a combination of SG and contralaterally EMG-triggered FES (SG+FES) was investigated as well as the characteristics of responders to such a therapy. MATERIALS AND METHODS: In a randomized crossover trial, patients performed two gaming conditions: SG alone and SG+FES. Feasibility of the therapy system was assessed using the Intrinsic Motivation Inventory (IMI), the Nasa Task Load Index, and the System Usability Scale (SUS). Gaming parameters, fatigue level and a technical documentation was implemented for further information. RESULTS: In total, 18 patients after stroke (62.1 ± 14.1 years) with a unilateral paresis of the upper limb (MRC ≤4) were analyzed in this study. Both conditions were perceived as feasible. Comparing the IMI scores between conditions, perceived competence was significantly increased (z = −2.88, p = 0.004) and pressure/tension during training (z = −2.13, p = 0.034) was decreased during SG+FES. Furthermore, the task load was rated significantly lower for the SG+FES condition (z = −3.14, p = 0.002), especially the physical demand (z = −3.08, p = 0.002), while the performance was rated better (z = −2.59, p = 0.010). Responses to the SUS and the perceived level of fatigue did not differ between conditions (SUS: z = −0.79, p = 0.431; fatigue: z = 1.57, p = 0.115). For patients with mild to moderate impairments (MRC 3–4) the combined therapy provided no or little gaming benefit. The additional use of contralaterally controlled FES (ccFES), however, enabled severely impaired patients (MRC 0–1) to play the SG. DISCUSSION: The combination of SG with ccFES is feasible and well-accepted among patients after stroke. It seems that the additional use of ccFES may be more beneficial for severely impaired patients as it enables the execution of the serious game. These findings provide valuable implications for the development of rehabilitation systems by combining different therapeutic interventions to increase patients' benefit and proposes system modifications for home use. CLINICAL TRIAL REGISTRATION: https://drks.de/search/en, DRKS00025761.
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spelling pubmed-102481452023-06-09 Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study Höhler, Chiara Wild, Laura de Crignis, Alexandra Jahn, Klaus Krewer, Carmen Front Neurorobot Neuroscience INTRODUCTION: Virtual Reality/serious games (SG) and functional electrical stimulation (FES) therapies are used in upper limb stroke rehabilitation. A combination of both approaches seems to be beneficial for therapy success. The feasibility of a combination of SG and contralaterally EMG-triggered FES (SG+FES) was investigated as well as the characteristics of responders to such a therapy. MATERIALS AND METHODS: In a randomized crossover trial, patients performed two gaming conditions: SG alone and SG+FES. Feasibility of the therapy system was assessed using the Intrinsic Motivation Inventory (IMI), the Nasa Task Load Index, and the System Usability Scale (SUS). Gaming parameters, fatigue level and a technical documentation was implemented for further information. RESULTS: In total, 18 patients after stroke (62.1 ± 14.1 years) with a unilateral paresis of the upper limb (MRC ≤4) were analyzed in this study. Both conditions were perceived as feasible. Comparing the IMI scores between conditions, perceived competence was significantly increased (z = −2.88, p = 0.004) and pressure/tension during training (z = −2.13, p = 0.034) was decreased during SG+FES. Furthermore, the task load was rated significantly lower for the SG+FES condition (z = −3.14, p = 0.002), especially the physical demand (z = −3.08, p = 0.002), while the performance was rated better (z = −2.59, p = 0.010). Responses to the SUS and the perceived level of fatigue did not differ between conditions (SUS: z = −0.79, p = 0.431; fatigue: z = 1.57, p = 0.115). For patients with mild to moderate impairments (MRC 3–4) the combined therapy provided no or little gaming benefit. The additional use of contralaterally controlled FES (ccFES), however, enabled severely impaired patients (MRC 0–1) to play the SG. DISCUSSION: The combination of SG with ccFES is feasible and well-accepted among patients after stroke. It seems that the additional use of ccFES may be more beneficial for severely impaired patients as it enables the execution of the serious game. These findings provide valuable implications for the development of rehabilitation systems by combining different therapeutic interventions to increase patients' benefit and proposes system modifications for home use. CLINICAL TRIAL REGISTRATION: https://drks.de/search/en, DRKS00025761. Frontiers Media S.A. 2023-05-25 /pmc/articles/PMC10248145/ /pubmed/37304665 http://dx.doi.org/10.3389/fnbot.2023.1168322 Text en Copyright © 2023 Höhler, Wild, de Crignis, Jahn and Krewer. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Höhler, Chiara
Wild, Laura
de Crignis, Alexandra
Jahn, Klaus
Krewer, Carmen
Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title_full Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title_fullStr Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title_full_unstemmed Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title_short Contralaterally EMG-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
title_sort contralaterally emg-triggered functional electrical stimulation during serious gaming for upper limb stroke rehabilitation: a feasibility study
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10248145/
https://www.ncbi.nlm.nih.gov/pubmed/37304665
http://dx.doi.org/10.3389/fnbot.2023.1168322
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