Rehabilitation Clinical Trial
Official title:
PlayBionic: Interactive Mobile Training App After Nerve Transfer or Amputation of the Upper Extremity
Often prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train. To properly control a prosthesis, amputation patients must learn how to activate, isolate and sustain nerve signals to the muscles left at the stump. Results of clinical validations show that game-based training leads to an improvement in clinical parameters for prosthesis control and patient engagement.
Relevance:
Many users of a myoelectric arm prosthesis do not use their device because they find it too
difficult to control the prosthesis. This may be due to the fact that patients cannot
contract their muscles in the residual limb in a sufficiently controlled manner. Exactly this
circumstance is trained during the physiotherapy with the patients. But at home many patients
lack the motivation to continue the exercises from physiotherapy. Mobile games on the
smartphone can provide patients with long-term motivation to continue the repetitive
exercises that prepare the muscles for controlling a prosthesis at home.
Aim:
The aim of this study is to support patients in training at home with a game on their
smartphone. This should increase motivation and improve the ability to control a prosthesis
efficiently.
Design:
The Smartphone App is a rhythmic, music-based game consisting of different game modes. It has
not only a display for real-time bio-feedback, but also many other audiovisually motivating
incentives to continue playing the game. Similar to the classical control of a commercial
prosthesis, the muscle signals are measured by two surface electrodes and, in this case,
transferred to the app instead of the prosthesis. With these 2 electrodes the game is
controlled. Test persons receive feedback on their performance through the constantly
displayed bio-feedback, but also through high scores of the various levels and user
statistics. By testing the muscle coordination twice a week, the neuromuscular improvements
in the control of the game can be monitored.
Method/Procedure:
Eight transradially (below the elbow) amputated patients participate in this study. The
intervention consists of playing with the smartphone training program using the muscle
signals picked up by surface electrodes. The study will run over a period of 5 weeks, with
participants playing with the training program at home for 4 weeks. The program should be
used 5 times per week, therefore the intervention takes place 20 times in total. In the 5th
week the final assessment, a final evaluation and the return of the devices take place. All
usage data, such as starting and exiting the program and the duration of use, are recorded by
the program itself and treated anonymously.
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