Functional recovery in upper limb function in stroke survivors by using brain-computer interface A single case A-B-A-B design

Author(s):  
Takashi Ono ◽  
Masahiko Mukaino ◽  
Junichi Ushiba
PM&R ◽  
2017 ◽  
Vol 9 (9) ◽  
pp. 918-932 ◽  
Author(s):  
Esther Monge-Pereira ◽  
Jaime Ibañez-Pereda ◽  
Isabel M. Alguacil-Diego ◽  
Jose I. Serrano ◽  
María P. Spottorno-Rubio ◽  
...  

PM&R ◽  
2016 ◽  
Vol 8 (9) ◽  
pp. S242-S243 ◽  
Author(s):  
Marcie Bockbrader ◽  
Matthew J. Kortes ◽  
Nicholas Annetta ◽  
Connor Majstorovic ◽  
Gaurav Sharma ◽  
...  

Medicine ◽  
2021 ◽  
Vol 100 (23) ◽  
pp. e26254
Author(s):  
Xiali Xue ◽  
Huan Tu ◽  
Zhongyi Deng ◽  
Ling Zhou ◽  
Ning Li ◽  
...  

Medicine ◽  
2020 ◽  
Vol 99 (29) ◽  
pp. e21040
Author(s):  
Xiao-Chao Luo ◽  
Jin Zhou ◽  
Yong-Gang Zhang ◽  
Yao-Yao Liu ◽  
Jia-Jia Li ◽  
...  

Author(s):  
Mohd Azzuan Ahmad ◽  
Devinder Kaur Ajit Singh ◽  
Nor Azlin Mohd Nordin ◽  
Khor Hooi Nee ◽  
Norliza Ibrahim

Virtual reality (VR) games has the potential to improve patient outcomes in stroke rehabilitation. However, there is limited information on VR games as an adjunct to standard physiotherapy in improving upper limb function. This study involved 36 participants in both experimental (n = 18) and control (n = 18) groups with a mean age (SD) of 57 (8.20) and 63 (10.54) years, respectively. Outcome measures were the Fugl-Meyer assessment for upper extremities (FMA-UE), Wolf motor function test (WMFT), intrinsic motivation inventory (IMI), Lawton of instrumental activities of daily living (IADL), and stroke impact scale (SIS) assessed at pre-post intervention. The experimental group had 0.5 h of upper limb (UL) VR games with 1.5 h of standard physiotherapy, and the control group received 2 h of standard physiotherapy. The intervention for both groups was performed once a week for eight consecutive weeks. The results showed a significant time–group interaction effect for IMI (p = 0.001), Lawton IADL (p = 0.01) and SIS domain of communication (p = 0.03). A significant time effect was found in FMA-UE (p = 0.001), WMFT (p = 0.001), Lawton IADL (p = 0.01), and SIS domains; strength, ADL and stroke recovery (p < 0.05). These results indicated an improvement in UL motor ability, sensory function, instrumental ADL, and quality of life in both groups after eight weeks of intervention. However, no significant (p > 0.05) group effect on all the outcome measures was demonstrated. Thus, replacing a portion of standard physiotherapy time with VR games was equally effective in improving UL function and general health compared to receiving only standard physiotherapy among stroke survivors.


2020 ◽  
Vol 34 (7) ◽  
pp. 600-608
Author(s):  
Supriyo Choudhury ◽  
Ravi Singh ◽  
A. Shobhana ◽  
Dwaipayan Sen ◽  
Sidharth Shankar Anand ◽  
...  

Background. In monkey, reticulospinal connections to hand and forearm muscles are spontaneously strengthened following corticospinal lesions, likely contributing to recovery of function. In healthy humans, pairing auditory clicks with electrical stimulation of a muscle induces plastic changes in motor pathways (probably including the reticulospinal tract), with features reminiscent of spike-timing dependent plasticity. In this study, we tested whether pairing clicks with muscle stimulation could improve hand function in chronic stroke survivors. Methods. Clicks were delivered via a miniature earpiece; transcutaneous electrical stimuli at motor threshold targeted forearm extensor muscles. A wearable electronic device (WD) allowed patients to receive stimulation at home while performing normal daily activities. A total of 95 patients >6 months poststroke were randomized to 3 groups: WD with shock paired 12 ms before click; WD with clicks and shocks delivered independently; standard care. Those allocated to the device used it for at least 4 h/d, every day for 4 weeks. Upper-limb function was assessed at baseline and weeks 2, 4, and 8 using the Action Research Arm Test (ARAT), which has 4 subdomains (Grasp, Grip, Pinch, and Gross). Results. Severity across the 3 groups was comparable at baseline. Only the paired stimulation group showed significant improvement in total ARAT (median baseline: 7.5; week 8: 11.5; P = .019) and the Grasp subscore (median baseline: 1; week 8: 4; P = .004). Conclusion. A wearable device delivering paired clicks and shocks over 4 weeks can produce a small but significant improvement in upper-limb function in stroke survivors.


2008 ◽  
Vol 7 (1) ◽  
pp. 33-40 ◽  
Author(s):  
Steven L Wolf ◽  
Carolee J Winstein ◽  
J Phillip Miller ◽  
Paul A Thompson ◽  
Edward Taub ◽  
...  

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