• DocumentCode
    22399
  • Title

    Robotics and Gaming to Improve Ankle Strength, Motor Control, and Function in Children With Cerebral Palsy—A Case Study Series

  • Author

    Burdea, Grigore C. ; Cioi, D. ; Kale, Anup ; Janes, W.E. ; Ross, S.A. ; Engsberg, J.R.

  • Author_Institution
    Dept. of Electr. & Comput. Eng., Rutgers Univ., Piscataway, NJ, USA
  • Volume
    21
  • Issue
    2
  • fYear
    2013
  • fDate
    Mar-13
  • Firstpage
    165
  • Lastpage
    173
  • Abstract
    The objective of this study was to investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). The design was a case study, 12 weeks intervention, with no follow-up. The setting was a university research laboratory. The participants were a referred sample of three children with cerebral palsy, age 7-12, all male. All completed the intervention. Participants trained on the Rutgers Ankle CP system for 36 rehabilitation sessions (12 weeks, three times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM), and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.
  • Keywords
    bone; computer based training; computer games; gait analysis; kinematics; medical computing; medical disorders; medical robotics; neurophysiology; paediatrics; patient rehabilitation; virtual reality; DF initial contact angle; DF-PF torques; GMFM; Gait function; Peds QL; Rutgers Ankle CP system; ankle endurance; ankle kinematics; ankle motor control; ankle strength training programs; cerebral palsy; children; gait speed; game technology; game-based robotic training; motor coordination; motor function; rehabilitation sessions; time 12 week; virtual reality games; Airplanes; Educational institutions; Games; Motor drives; Pediatrics; Robots; Training; Ankle; cerebral palsy; gait; robotics; video games; Ankle Joint; Cerebral Palsy; Child; Female; Humans; Male; Movement Disorders; Muscle Strength; Recovery of Function; Robotics; Therapy, Computer-Assisted; Treatment Outcome; Video Games;
  • fLanguage
    English
  • Journal_Title
    Neural Systems and Rehabilitation Engineering, IEEE Transactions on
  • Publisher
    ieee
  • ISSN
    1534-4320
  • Type

    jour

  • DOI
    10.1109/TNSRE.2012.2206055
  • Filename
    6230658