Virtual Task in Amyotrophic Lateral Sclerosis
Efficacy of Different Interaction Devices Using Virtual Task in Amyotrophic Lateral Sclerosis
調査の概要
状態
条件
詳細な説明
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.
研究の種類
入学 (実際)
段階
- 適用できない
連絡先と場所
研究場所
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Sao Paulo、ブラジル、03828-000
- Escola de Artes,Ciencias e Humanidades da Universidade d Sao Paulo
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参加基準
適格基準
就学可能な年齢
健康ボランティアの受け入れ
受講資格のある性別
説明
Inclusion Criteria:
- individuals diagnosed with ALS defined according to the revised classification of El Escorial;
- individuals who regularly attended the Neuromuscular Disease Research Sector (SIDNM) of the Federal University of São Paulo
Exclusion Criteria:
- individuals who had other diagnosis of neuromuscular disease such as: progressive muscular atrophy (PMA), progressive bulbar paralysis (PBP), primary lateral sclerosis (PLS);
- individuals associated with other neurodegenerative diseases;
- those presenting established functional disability that would prevent the completion of the task.
研究計画
研究はどのように設計されていますか?
デザインの詳細
- 主な目的:処理
- 割り当て:ランダム化
- 介入モデル:並列代入
- マスキング:なし(オープンラベル)
武器と介入
参加者グループ / アーム |
介入・治療 |
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実験的:タッチスクリーンでの取得
被験者はタッチスクリーンのタスクと保持を練習し、LeapMotion で 1 を転送し、Kinect で 2 を転送します。
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参加者は、TouchScreen で取得と保持、Kinect で転送 1、LeapMotion で転送 2 を実行しました。
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実験的:Kinect での取得
被験者は、Kinect のタスクと保持、タッチスクリーンでの転送 1、LeapMotion での転送 2 を練習します。
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参加者は、Kinect で取得と保持、TouchScreen で転送 1、LeapMotion で転送 2 を実行しました。
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実験的:LeapMotionでの取得
被験者はタスクと保持 LeapMotion、タッチスクリーンでの転送 1、Kinect での転送 2 を練習します。
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参加者は、LeapMotion で取得と保持、TouchScreen で転送 1、Kinect で転送 2 を実行しました。
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アクティブコンパレータ:タッチスクリーンコントロールグループの取得
被験者はタッチスクリーンのタスクと保持を練習し、LeapMotion で 1 を転送し、Kinect で 2 を転送します。
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Participants performed acquisition and retention on TouchScreen, transfer 1 on Kinect and transfer 2 on LeapMotion.
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アクティブコンパレータ:Kinect Control Group の買収
被験者は、Kinect のタスクと保持、タッチスクリーンでの転送 1、LeapMotion での転送 2 を練習します。
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Participants performed acquisition and retention on Kinect, transfer 1 on TouchScreen and transfer 2 on LeapMotion.
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アクティブコンパレータ:LeapMotion Control Groupの取得
被験者はタスクと保持 LeapMotion、タッチスクリーンでの転送 1、Kinect での転送 2 を練習します。
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Participants performed acquisition and retention on LeapMotion, transfer 1 on TouchScreen and transfer 2 on Kinect.
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この研究は何を測定していますか?
主要な結果の測定
結果測定 |
メジャーの説明 |
時間枠 |
|---|---|---|
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Motor performance improvement in a virtual Timing Coincident task, comparing performance between LeapMotion, TouchScreen and Kinect.
時間枠:3 months
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Analysis of the motor performance using a virtual Coincident timing task in different devices to compare wether a task with or without contact promote better performance for people with Amyotrophic Lateral Sclerosis
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3 months
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協力者と研究者
スポンサー
捜査官
- 主任研究者:Carlos BM Monteiro, Ph.D.、University of Sao Paulo
出版物と役立つリンク
研究記録日
主要日程の研究
研究開始 (実際)
一次修了 (実際)
研究の完了 (実際)
試験登録日
最初に提出
QC基準を満たした最初の提出物
最初の投稿 (実際)
学習記録の更新
投稿された最後の更新 (実際)
QC基準を満たした最後の更新が送信されました
最終確認日
詳しくは
本研究に関する用語
追加の関連 MeSH 用語
その他の研究ID番号
- 105/15
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タッチスクリーンでの取得の臨床試験
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Xijing HospitalLanZhou University; Shaanxi Provincial People's Hospital; Air Force Military Medical University... と他の協力者募集分子イメージング | 前立腺がんの疑い | 治療未経験の前立腺がん中国
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University of OxfordBioinduction; Jon MoultonTrust; Placito Bequest募集
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University of the Basque Country (UPV/EHU)Parasym Ltd.まだ募集していません