scholarly journals Physiological Reactions and Performance Parameters in Single-Player and Competitive Arm Rehabilitation Game: A Pilot Study

Author(s):  
José M Catalán ◽  
Andrea Blanco ◽  
Jorge A Díez ◽  
José V García ◽  
David Martínez ◽  
...  

Abstract BackgroundInterpersonal rehabilitation games, compared to single-player games, enhance motivation and intensity level. Usually, it is very difficult to limit the use of the system to pairs of impaired patients who have a similar skill level. Thus, such games must be dynamically adapted so that two players with different abilities can play together. Current algorithms are based only on game performance parameters (e.g., score). In addition, these studies do not include active robotic devices, so the parameters related to the level of robot assistance are not usually included in these studies. This means that the adaptation methods are entirely based on modifying aspects of the game. The aim of this article, is to study the effect that game modality and robot parameters that can be affected by the level of robot assistance (e.g., velocity, reaction time) have on the stress level of the subjects.MethodsThe pilot study has involved 10 unimpaired participants (5 pairs). Each subject sat in front of a robotic rehabilitation platform and grasped the end-effector of the robot with their dominant hand and played two kinds of therapy games: i) a single-player game in 3 difficulty modes; and ii) a competitive game. Robot and game parameters and subject's physiological responses were recording during the therapy games.ResultsThe intensity level in the most difficult single-player game mode, is almost equal to the one of the competitive mode (p=1.0). The stress perceived subjectively by participants increases with intensity. They indicate that the stress level in competitive mode is equal or somewhat greater than in high difficulty mode. On the other hand, physiological data suggest that it is somewhat lower in the competitive mode. Therefore, in this mode participants think they experience a higher stress level than they are actually experiencing. In addition, physiological responses show differences between intensity levels, and they also have a good correlation with the measured robot parameters.ConclusionResults show that, comparing competitive game with the single-player high-difficulty game, a similar intensity level is remarkable. However, the competitive game increase the stress level to a lesser extent. In addition, feedback from participants suggests that it is necessary to keep a certain stress level to make the activity more challenging, and therefore be more engaging and rewarding.

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3681
Author(s):  
José M. Catalán ◽  
José V. García-Pérez ◽  
Andrea Blanco ◽  
David Martínez ◽  
Luis D. Lledó ◽  
...  

Interpersonal rehabilitation games, compared to single-player games, enhance motivation and intensity level. Usually, it is complicated to restrict the use of the system to pairs of impaired patients who have a similar skill level. Thus, such games must be dynamically adapted. Difficulty-adaptation algorithms are usually based only on performance parameters. In this way, the patient’s condition cannot be considered when adapting the game. Introducing physiological reactions could help to improve decision-making. However, it is difficult to control how social interaction influences physiological reactions, making it difficult to interpret physiological responses. This article aimed to explore the changes in physiological responses due to the social interaction of a competitive game modality. This pilot study involved ten unimpaired participants (five pairs). We defined different therapy sessions: (i) a session without a competitor; (ii) two sessions with a virtual competitor with different difficulty levels; (iii) a competitive game. Results showed a difference in the physiological response in the competitive mode concerning single-player mode only due to the interpersonal game modality. In addition, feedback from participants suggested that it was necessary to keep a certain difficulty level to make the activity more challenging, and therefore be more engaging and rewarding.


2011 ◽  
Vol 20 (4) ◽  
pp. 325-336 ◽  
Author(s):  
Mattias Wallergård ◽  
Peter Jönsson ◽  
Gerd Johansson ◽  
Björn Karlson

One of the most common methods of inducing stress in the laboratory in order to examine the stress response in healthy and clinical populations is the Trier Social Stress Test (TSST). Briefly, the participant is asked to deliver a speech and to perform an arithmetic task in front of an evaluating committee. The committee, consisting of three trained actors, does not respond emotionally during the test, which makes the situation very stressful for the participant. One disadvantage of the TSST is that it can be difficult to hold the experimental conditions constant. In particular, it may be difficult for actors to hold their acting constant across all sessions. Furthermore, there are several practical problems and costs associated with hiring professional actors. A computerized version of the TSST using virtual humans could be a way to avoid these problems provided that it is able to induce a stress response similar to the one of the original TSST. The purpose of the present pilot study was therefore to investigate the stress response to a virtual reality (VR) version of the TSST visualized using an immersive VR system (VR-TSST). Seven healthy males with an average age of 24 years (range: 23–26 years) performed the VR-TSST. This included delivering a speech and performing an arithmetic task in front of an evaluating committee consisting of three virtual humans. The VR equipment was a CAVE equipped with stereoscopy and head tracking. ECG and respiration were recorded as well as the participant's behavior and comments. Afterward, a semi-structured interview was carried out. In general, the subjective and physiological data from the experiment indicated that the VR version of the TSST induced a stress response in the seven participants. In particular, the peak increase in heart rate was close to rates observed in studies using the traditional TSST with real actors. These results suggest that virtual humans visualized with an immersive VR system can be used to induce stress under laboratory conditions.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Dimitra Dritsa ◽  
Nimish Biloria

PurposeThis paper presents a critical review of studies which map the urban environment using continuous physiological data collection. A conceptual model is consequently presented for mitigating urban stress at the city and the user level.Design/methodology/approachThe study reviews relevant publications, examining the tools used for data collection and the methods used for data analysis and data fusion. The relationship between urban features and physiological responses is also examined.FindingsThe review showed that the continuous monitoring of physiological data in the urban environment can be used for location-aware stress detection and urban emotion mapping. The combination of physiological and contextual data helps researchers understand how the urban environment affects the human body. The review indicated a relationship between some urban features (green, land use, traffic, isovist parameters) and physiological responses, though more research is needed to solidify the existence of the identified links. The review also identified many theoretical, methodological and practical issues which hinder further research in this area.Originality/valueWhile there is large potential in this field, there has been no review of studies which map continuously physiological data in the urban environment. This study covers this gap and introduces a novel conceptual model for mitigating urban stress.


Sensors ◽  
2018 ◽  
Vol 18 (11) ◽  
pp. 3918 ◽  
Author(s):  
Goded Shahaf ◽  
Pora Kuperman ◽  
Yuval Bloch ◽  
Shahak Yariv ◽  
Yelena Granovsky

Migraine attacks can cause significant discomfort and reduced functioning for days at a time, including the pre-ictal and post-ictal periods. During the inter-ictsal period, however, migraineurs seem to function normally. It is puzzling, therefore, that event-related potentials of migraine patients often differ in the asymptomatic and inter-ictal period. Part of the electrophysiological dynamics demonstrated in the migraine cycle are attention related. In this pilot study we evaluated an easy-to-use new marker, the Brain Engagement Index (BEI), for attention monitoring during the migraine cycle. We sampled 12 migraine patients for 20 days within one calendar month. Each session consisted of subjects’ reports of stress level and migraine-related symptoms, and a 5 min EEG recording, with a 2-electrode EEG device, during an auditory oddball task. The first minute of the EEG sample was analyzed. Repetitive samples were also obtained from 10 healthy controls. The brain engagement index increased significantly during the pre-ictal (p ≈ 0.001) and the ictal (p ≈ 0.020) periods compared with the inter-ictal period. No difference was observed between the pre-ictal and ictal periods. Control subjects demonstrated intermediate Brain Engagement Index values, that is, higher than inter-ictal, yet lower than pre-ictal. Our preliminary results demonstrate the potential advantage of the use of a simple EEG system for improved prediction of migraine attacks. Further study is required to evaluate the efficacy of the Brain Engagement Index in monitoring the migraine cycle and the possible effects of interventions.


2005 ◽  
Vol 100 (2) ◽  
pp. 357-361 ◽  
Author(s):  
Meir Magal ◽  
Robert F. Zoeller

Ratings of perceived exertion (RPE) are used for exercise programming of cardiac rehabilitation patients, whenever it is difficult to use heart rate to set intensity due to medication or other factors. This investigation examined the physiological responses to two stepping exercise modes (upright and recumbent) at the same RPE. Analysis indicated significant physiological differences between the modes of exercise which may be mediated by postural differences. Specifically, the physiological responses to the recumbent exercise, but not the upright exercise, had the expected relationship with RPE, with recumbent stepping requiring less physiological effort than the upright stepping at the same RPE. As such, we cannot recommend with confidence that the prescription for upright exercise be made based on data from recumbent exercise or vice-versa.


2021 ◽  
pp. 250-257
Author(s):  
Michael Lasshofer ◽  
John Seifert ◽  
Anna-Maria Wörndle ◽  
Thomas Stöggl

Competitive ski mountaineering (SKIMO) has achieved great popularity within the past years. However, knowledge about the predictors of performance and physiological response to SKIMO racing is limited. Therefore, 21 male SKIMO athletes split into two performance groups (elite: VO2max 71.2 ± 6.8 ml· min-1· kg-1 vs. sub-elite: 62.5 ± 4.7 ml· min-1· kg-1) were tested and analysed during a vertical SKIMO race simulation (523 m elevation gain) and in a laboratory SKIMO specific ramp test. In both cases, oxygen consumption (VO2), heart rate (HR), blood lactate and cycle characteristics were measured. During the race simulation, the elite athletes were approximately 5 min faster compared with the sub-elite (27:15 ± 1:16 min; 32:31 ± 2:13 min; p < 0.001). VO2 was higher for elite athletes during the race simulation (p = 0.046) and in the laboratory test at ventilatory threshold 2 (p = 0.005) and at maximum VO2 (p = 0.003). Laboratory maximum power output is displayed as treadmill speed and was higher for elite than sub-elite athletes (7.4 ± 0.3 km h-1; 6.6 ± 0.3 km h-1; p < 0.001). Lactate values were higher in the laboratory maximum ramp test than in the race simulation (p < 0.001). Pearson’s correlation coefficient between race time and performance parameters was highest for velocity and VO2 related parameters during the laboratory test (r > 0.6). Elite athletes showed their superiority in the race simulation as well as during the maximum ramp test. While HR analysis revealed a similar strain to both cohorts in both tests, the superiority can be explainable by higher VO2 and power output. To further push the performance of SKIMO athletes, the development of named factors like power output at maximum and ventilatory threshold 2 seems crucial.


2016 ◽  
Vol 9 ◽  
pp. 66-73 ◽  
Author(s):  
Krishna Prasad Rai ◽  
Hasta Bahadur Rai ◽  
Santosh Dahal ◽  
Saroj Chaudhary ◽  
Suraj Shrestha

Energy drinks are non-alcoholic beverage intended to enhance the psycho-physiological responses in human, which is especially popular among young generation in Nepal. It is normally high caffeinated drink added with other ingredients such as carbohydrates, amino acids, B-group of vitamins etc. In this study, 10 brands of energy drink available in Nepalese markets were taken then analyzed for quantitative determination of Caffeine and Taurine by HPLC-UV method. From the result obtained, pH and TSS values of energy drinks were found in the range of 2.96-3.81 and 6.64-18.21 respectively. Likewise, the Caffeine and Taurine content in same samples were found in the range of not detected (ND) to 35.78 mg/100 ml and ND to 387.5 mg/100 ml respectively. Only the 6 samples out of 10 were confi rmed caffeine content as per claimed in label, while only 3 samples were confi rmed for Taurine content as per label claimed. Based on this pilot study, the majority of samples did not meet the label claims in term of Caffeine and Taurine, which apparently indicated the misbranding of such drinks. Since, there is no any regulation for such energy drinks in Nepal, it seems to be a great challenge for regulation of their safety and misbranding.


2019 ◽  
Vol 31 (1) ◽  
pp. 38-44 ◽  
Author(s):  
Higinio Fernández Sánchez ◽  
Claudia Beatriz Enríquez Hernández ◽  
Souraya Sidani ◽  
Crescencio Hernández Osorio ◽  
Edith Castellanos Contreras ◽  
...  

Introduction: There are 7.1 million people living with a disability in Mexico. Of these individuals, 7% are children and adolescents with developmental disabilities. Mexican women caring for children with a developmental disability are at risk of psychological stress, which may be prevented with physical activity such as dance. Therefore, the purpose of this pilot study was to examine (a) the feasibility of implementing the dance intervention, (b) the mothers’ satisfaction with the intervention, and (c) the changes in stress level experienced by the mothers on completion of the intervention. Method: A one-group pretest–posttest design was used. The Salsa dance intervention was given in nine 60-minute sessions, twice a week in Veracruz, Mexico. The sample included 14 mothers of children with disabilities. The outcome, stress level, was measured with the validated Questionnaire of Perceived Stress. Feasibility of intervention implementation was maintained by having the interventionist follow the interventionist manual. Satisfaction was assessed by the Satisfaction with Therapy and Therapist Scale. Results: The intervention was feasible as all participants completed the intervention sessions. They reported high satisfaction (100%) with the intervention and interventionist. At posttest, participants showed reduced stress levels ( p = .028). Discussion: The dance intervention is promising in reducing women’s stress levels and worth further development in order to benefit the Mexican women caring for children with developmental disability and experiencing stress. Nurses can implement the Salsa dance intervention with the Mexican population while improving the clients’ retention, outcomes, and overall satisfaction.


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