Monday, July 25, 2016

Amadeo robot for kids rehab

Hand Robotic Therapy in Children with Hemiparesis

Pilot Study

Bishop L, Gordon AM & Kim H

American Journal of Physical Medicine and Rehabilitation 2016;00,00-00

DOI: 10.1097/PHM.0000000000000537

Objective: In a sample of children with hemiparetic upper extremity cerebral palsy, is the Amadeo Hand Robot System feasible for retraining grasp and release?
Amadeo Hand Robot System

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/27386804

Method: 12 participants, 6 – 17 years old with upper extremity hemiparesis were measured initially, after a 6 week pre-intervention stage and following 6 weeks of three- hour long sessions. The Assisting Hand Assessment was chosen as the primary measure.

Findings: Participants tolerated the Amadeo, and the Assisting Hand Assessment showed significant change pre- to post-test. The Jebson-Taylor Test of Hand Function, the Upper Extremity Fugl-Meyer and the Quality of Upper Skills Test all revealed non-significant positive change; and the Pediatric Evaluation of Disability Inventory showed no change.

Friday, July 8, 2016

Freely motivated game play

Single group

Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy

Servik M, Eklund E, Mensch A, Forman M, Standeven J & Engsberg J

Behavioral Sciences, 2016 6:10

DOI: 10:3390/bs6020010

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/27338485

Objectives: Motion-based virtual reality rehabilitation can be an engaging and motivating form of therapy. “Tedium and lack of motivation are substantial barriers to performance improvements.” In children with cerebral palsy, is using free internet games feasible and motivating enough to encourage participation in movement therapy and increase function?

Process: Four 8-to-17 year old children with mild to moderate upper extremity limitations played 26 games over 12 weeks. The games were freely accessed internet games adapted for the Kinect controller with free Flexible Action and Articulated Skeleton Toolkit (FAAST) software. “Internet games eliminate the high cost of game development, permit games to be paired with an individual’s interests and allow for changing of games to maintain novelty. Matching the interest of the child makes the therapy increasingly client-centered and motivating.”

Outcomes:All children “progressed through the pre-set 12 week plan”, thus demonstrating feasibility. Children averaged nearly 900 repetitions per training session, and 2 of the participants showed improved range of motion.
The participants demonstrated motivation with an aggregated score of 46 of 49 possible points on the Intrinsic Motivation Inventory (IMI).