Improvements of Muscle Strength and Gait Ability among Chronic Post-Stroke Patients by Gait Training with a Footpad-Type Locomotion Interface

2012 ◽  
Vol 01 (S1) ◽  
Author(s):  
Naoki Tanaka
2012 ◽  
Vol 26 (8) ◽  
pp. 686-695 ◽  
Author(s):  
Naoki Tanaka ◽  
Hideyuki Saitou ◽  
Toshifumi Takao ◽  
Noboru Iizuka ◽  
Junko Okuno ◽  
...  

Objective: We developed a footpad-type locomotion interface called the GaitMaster. The purpose of this pilot study was to examine the effects of gait rehabilitation using the GaitMaster in chronic stroke patients. Design: Randomized cross-over design. Setting: An outpatient department. Subjects: Twelve patients with chronic post-stroke hemiparesis. Intervention: In group A, patients underwent an ‘intervention phase’ followed by a ‘non-intervention phase’, whereas in group B, patients underwent the non-intervention phase first, followed by the intervention phase. In the four- or six-week intervention phase, participants underwent twelve 20-minute sessions of gait rehabilitation using the GaitMaster4. Main outcome measures: We measured gait speed and timed up-and-go test. Results: No differences between the two groups were observed in the baseline clinical data. For the combined groups A and B, the maximum gait and timed up-and-go test speeds improved significantly only in the intervention phase ( P = 0.0001 and P = 0.003, respectively). The percentages of improvement from baseline at the end of GaitMaster training were 16.6% for the maximum gait speed and 8.3% for the timed up-and-go test. The effect size for GaitMaster4 training was 0.58 on the maximum gait speed and 0.43 on the timed up-and-go test. Conclusions: This pilot study showed that gait rehabilitation using the GaitMaster4 was a feasible training method for chronic stroke patients. Calculation of the sample size indicated that a sample size of 38 participants would be adequate to test a null hypothesis of nil benefit additional to routine rehabilitation for chronic stroke patients in a future randomized controlled trial.


2015 ◽  
Vol 2 (4) ◽  
Author(s):  
Luis Mochizuki ◽  
Aline Bigongiari ◽  
Patricia Martins Franciulli ◽  
Juliana Valente Francica ◽  
Angelica Castilho Alonso ◽  
...  

1982 ◽  
Vol 87 (1) ◽  
pp. 11-26 ◽  
Author(s):  
Elisabeth Hamrin ◽  
Göran Eklund ◽  
Ann-Kristin Hillgren ◽  
Octavia Borges ◽  
Jan Hall ◽  
...  

2007 ◽  
Vol 16 (3) ◽  
pp. 293-306 ◽  
Author(s):  
Gregorij Kurillo ◽  
Matjaž Mihelj ◽  
Marko Munih ◽  
Tadej Bajd

In this article we present a new isometric input device for multi-fingered grasping in virtual environments. The device was designed to simultaneously assess forces applied by the thumb, index, and middle finger. A mathematical model of grasping, adopted from the analysis of multi-fingered robot hands, was applied to achieve multi-fingered interaction with virtual objects. We used the concept of visual haptic feedback where the user was presented with visual cues to acquire haptic information from the virtual environment. The virtual object corresponded dynamically to the forces and torques applied by the three fingers. The application of the isometric finger device for multi-fingered interaction is demonstrated in four tasks aimed at the rehabilitation of hand function in stroke patients. The tasks include opening the combination lock on a safe, filling and pouring water from a glass, muscle strength training with an elastic torus, and a force tracking task. The training tasks were designed to train patients' grip force coordination and increase muscle strength through repetitive exercises. The presented virtual reality system was evaluated in a group of healthy subjects and two post-stroke patients (early post-stroke and chronic) to obtain overall performance results. The healthy subjects demonstrated consistent performance with the finger device after the first few trials. The two post-stroke patients completed all four tasks, however, with much lower performance scores as compared to healthy subjects. The results of the preliminary assessment suggest that the patients could further improve their performance through virtual reality training.


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