Introduction: Controlling a myoelectric upper limb prosthesis is difficult, therefore training is required. Since training with serious games showed promising results, the current paper focuses on game design and its effectivity for transfer between in-game skill to actual prosthesis use for proportional control of hand opening and control of switching between grips. We also examined training duration and individual differences.
Method: Thirty-six participants were randomly assigned to one of three groups: a task-specific serious game training group, a non-task-specific serious game training group and a control group. Each group performed a pre-test, mid-test and a post-test with five training sessions between each test moment. Test sessions assessed proportional control using the Cylinder test, a test designed to measure scaling of hand aperture during grabbing actions, and the combined use of proportional and switch control using the Clothespin Relocation Test, part of the Southampton Hand Assessment Procedure and Tray Test. Switch control was assessed during training by measuring amplitude difference and phasing of co-contraction triggers.
Results: Differences between groups over test sessions were observed for proportional control tasks, however there was lack of structure in these findings. Maximum aperture changed with test moment and some participants adjusted maximum aperture for smaller objects. For proportional and switch control tasks no differences between groups were observed. The effect of test moment suggests a testing effect. For learning switch control, an overall improvement across groups was found in phasing of the co-contraction peaks. Importantly, individual differences were found in all analyses.
Conclusion: As improvements over test sessions were found, but no relevant differences between groups were revealed, we conclude that transfer effects from game training to actual prosthesis use did not take place. Task specificity nor training duration had effects on outcomes. Our results imply testing effects instead of transfer effects, in which individual differences played a significant role. How transfer from serious game training in upper limb prosthesis use can be enhanced, needs further attention.
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http://dx.doi.org/10.3389/fresc.2024.1353077 | DOI Listing |
BMJ Open
January 2025
College of Medical and Dental Sciences, University of Birmingham, Birmingham, UK.
Objective: Upper limb movement difficulties in children with acquired brain injury (ABI) result in longer recovery times compared with lower limb. Intensive neurorehabilitation promotes a good long-term functional outcome. Virtual reality (VR) and video game technologies are invaluable adjuncts to traditional neurological rehabilitation as they help to motivate, engage and gain children's compliance in goal-directed therapy.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Experimental Clinical and Health Psychology, Ghent University, Ghent, Belgium.
Background: Attentional bias to pain-related information has been implicated in pain chronicity. To date, research investigating attentional bias modification training (ABMT) procedures in people with chronic pain has found variable success, perhaps because training paradigms are typically repetitive and monotonous, which could negatively affect engagement and adherence. Increasing engagement through the gamification (ie, the use of game elements) of ABMT may provide the opportunity to overcome some of these barriers.
View Article and Find Full Text PDFMol Autism
January 2025
Research Center for Child Mental Development, Hamamatsu University School of Medicine, Hamamatsu, Japan.
Background: Risk preference changes nonlinearly across development. Although extensive developmental research on the neurotypical (NTP) population has shown that risk preference is highest during adolescence, developmental changes in risk preference in autistic (AUT) people, who tend to prefer predictable behaviors, have not been investigated. Here, we aimed to investigate these changes and underlying computational mechanisms.
View Article and Find Full Text PDFJ Exp Psychol Anim Learn Cogn
January 2025
Universidad del Pais Vasco/Euskal Herriko Unibertsitatea, Procesos Basicos y Su Desarrollo.
Extinction may alter the representation of a cue (e.g., it becomes less salient).
View Article and Find Full Text PDFJ Sports Med Phys Fitness
January 2025
Department of Biomedical Sciences, University of Sassari, Sassari, Italy.
Background: To gain optimal positioning to make sure the game laws are applied in uniform way, the performance of field referee must be periodically evaluated to have constantly adequate training during a match and during the competitive season. Considering that field Yo-Yo Intermittent Recovery Test-Level 1 is frequently employed in elite team sport players to estimate maximal oxygen uptake (VO
Methods: During off-season, 20 male (21.
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