Amyotrophic Lateral Sclerosis Clinical Trial
Official title:
Efficacy of Different Interaction Devices Using Virtual Task in Amyotrophic Lateral Sclerosis
Thirty individuals with ALS (18 men and 12 women, mean age 59 years, range 44-74 years), and 30 healthy controls matched for age and gender, participated. Individuals with ALS and from the control group were randomly divided into three groups, each using a different communication device systems (Kinect®, Leap Motion Controller® or touchscreen) to perform two task phases (acquisition and retention). Performance was then explored in a third phase (transfer) by switching devices (two transfers); so that, all groups had contact with all communication interfaces.
Participants A total of 60 individuals participated in this study, 30 individuals with ALS
(18 men and 12 women, mean age 59 years, range 44-74 years) and 30 healthy individuals who
formed the control group, which were (equally) matched individually for age and gender with
ALS group.
Rating scales For clinical characteristics of the participants, the scales of functional
assessment, fatigue and quality of life were applied. As a functional assessment tool, the
Revised Amyotrophic Lateral Sclerosis Functional Rating Scale (ALSFRS - R) was used,
validated in Brazilian individuals with ALS which allows monitoring of symptoms and
limitations of daily living activities. To evaluate fatigue during the execution of tasks,
were used the Fatigue Severity Scale (FSS) and for the assessment of quality of life, were
used the Amyotrophic Lateral Sclerosis Assessment Questionnaire in the Portuguese Language
(ALSAQ-40/BR), which is also validated for the Brazilian population with ALS.
Protocol Subjects were randomly divided into three groups, using different interfaces for
the acquisition of movement. The description of the task and the RV interfaces that were
used are described as follows.
Task Participants performed a task to test communication devices developed by the
Information Systems Team at the University of São Paulo. The task was set up as a game in
which the goal was to reach as many bubbles displayed on an 11-inch computer monitor,
forming seven rows and 18 columns with a total of 126 bubbles. This required individuals to
be able to use a range as is typically required in communication systems. The task was
divided into two phases: (1) the first phase was characterized by identification of
dexterity zone or range of reach, in which the subject had to touch ("burst") the largest
possible number of bubbles (changing bubble color from blue to gray) in a set time of 30
seconds, identifying the range zone; (2) the second phase was characterized as the
persecution stage, at this time the researcher defined a central bubble (usually chosen in
the center of the skill area, on the bottom line), which changed the color to red. From this
moment the individual pursued random bubbles that appeared in their range zone, alternating
with a return to the central bubble. This phase was carried out for 30 seconds. To motivate,
the task randomly provided bubbles outside the range zone and generated a greater challenge
to the individual. The software generated information of the coordinates x, y (row and
column) where the bubble was touched and the time the bubble was touched. During task
execution, the participant received feedback of the number of bubbles touched, the remaining
playing time and the total number of points obtained in attempts, thus observing the
performance of the participants.
Interfaces To perform the task were used 3 different interfaces: two interfaces without
physical contact, being the Kinect® for Windows from Microsoft, composed of a traditional
RGB camera and an infrared depth sensor (IR) and LMC®, characterized as a small motion
sensor that demonstrated robustness to measure the movements of the hand and fingers. The
interface with physical contact, the touchscreen, was the computer screen itself, where
individuals touched the screen in order to burst the bubbles, performing the task. It is
noteworthy that the touchscreen is a sensitive interface, employed through pressure, created
in order to interact with digital information, found in a majority of modern consumer
electronics, mainly computers, tablets and mobile phones.
Procedures and design Individuals who participated in the study gave written informed
consent and then were sent to a reserved and quiet room to perform the tasks only in the
presence of the researcher. The computer monitor was positioned on a table in front of the
participants. The chair was adjusted in accordance with the size and need of the individual,
with a footrest available if needed. For wheelchair users, their own wheelchair was used.
After the necessary adjustments to perform the task, questionnaires and functional
assessment scales were applied; then the researcher provided verbal instructions and
performed a demonstration of interfaces according to each task (Kinect® for Windows, LMC® or
touchscreen). Subjects were instructed to use the dominant hand (i.e., the least affected
side) for all interfaces used during the game.
For the acquisition phase a target was set of 300 bubbles to be touched in the definition
phase of the dexterity zone. There were 126 bubbles presented during each attempt; therefore
it took at least three attempts to reach the proposed goal. Soon after the step establishing
the dexterity zone, the researcher defined the central bubble and began the stage of chase
area. In addition to the acquisition phase, all groups performed a retention test after 5
minutes with the completion of only one attempt. After the retention test, two transfer
tests with the change of interfaces were performed.
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