Development of 3D videogame to train the whole body coordination in patients with TBI Ustinova KI, Ingersoll CD, Cassavaugh ND BACKGROUND & PURPOSE • TBI affects the central and executive mechanisms underlying arm and postural coordination. • Little attention is paid to its restoration by conventional rehabilitation • As alternative, a customized 3D game was developed to improve coordination in TBI patients • Effect of a short-term gaming practice on the arm and postural coordination of patients with TBI was analyzed PARTICIPANTS • Thirteen patients with mild-to-moderate manifestations of TBI • Age 32±6.7 (6 males and 7 females) • Ataxia Score according to Klockgether 5-12pts (35 severe ataxia) • Berg Balance test 39-55pts (45 – high fall risk) • Functional Gait Assessment Test 12-29pts (22 – high fall risk) • No severe visual perception deficits • No severe cognitive deficits GAME DESIGN The game Octopus • • • • Task – to pop the bubbles, with the left of right hand avatar Bubble speed 1.5 m/s, reward – appearance of a new character Gaming trial - 90 s, ~20-25 reach-to-pop movements Practice consisted of 10 trials, with a 30-min interval, followed by 2 retention trials GAME DESIGN The bubble trajectories 3 4 5 2 1 20-25 cm 15-18 cm • Reaching-to-pop bubble #3 with the dominant hand was analysed DATA COLLECTION & ANALYSIS • Kinematic analysis included: • Arm movement time (s) • Arm trajectory curvature (arm trajectory length/shortest path to the target) • Arm-postural coordination (Principal Component Analysis, PCA) • Angular displacements of 9 body segments (i.e., 2 hands, 2 forearms, 2 upper arms, trunk, and 2 legs) were included • PCA percent variance, (PC I mainly) • PC loading of each segment (significant if >0.7) RESULTS Trajectories of the arm (hand), trunk (C7), and legs (hip) Trial 1 Trial 10 RESULTS • As a result of short-term practice: – Gaming task performance improved – Arm movement time decreased – Trajectory curvature decreased Performance Score (pts) 30 2.5 1.8 # 24 * * # 2 1.2 18 12 Trajectory Curvature Movement Time (s) * # 1.5 1 0.6 0.5 6 0 0 Trial 1 Trial 6 Trial 10 Ret 0 Trial 1 Trial 8 Trial 10 Ret * difference between the first trial and the trial where significant changes occurred; # difference between the first and the last trial; Trial 1 Trial 8 Trial 10 Ret RESULTS • As a result of short-term practice: – Inter-segmental coordination improved (PC1) PCA Percent Variance (%) 80 # * 60 40 20 0 Trial 1 Trial 8 Principal components: Trial 10 pc1 Ret pc2 * difference between the first trial and the trial where significant changes occurred; # difference between the first and the last trial; pc3 RESULTS • As a result of short-term practice: – Contribution (PC loadings) of postural segments into task performance increased PCs Loadings Trial 1 PCs Loadings Trial 10 0.9 0.9 * * 0.6 0.6 * * 0.3 0.3 0 0 ForeArm UpperArm Trunk DLeg NLeg Principal components: * difference between the first and the last trial ForeArm UpperArm pc1 pc2 pc3 Trunk DLeg NLeg DISCUSSION & CONCLUSION • Upon completion ¾ of gaming tasks participants: – Improved game performance, arm movement time and precision – Improved movement coordination – Increased contribution of postural segments into movement performance – Improved on clinical tests: forward reach (10/13 participants), and single-leg stance time (9/13 participants) • Changes were retained over the 30-min retention interval • These results support the feasibility of using the custom-made 3D game for retraining of arm-postural coordination disrupted by TBI. ACKNOWLEDGEMENTS • Supported by a grant from the US Department of Defense • Thank you to Chris Hausbeck, Jessica Gardon-Rose, Amanda Schafer
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