SFERHE/Sofmer 1: développement précoce de la sensorimotricité et paralysie cérébrale
Le 15/10/2021 de 11:00 à 12:30
Impact de différentes modalités de feedbacks en réalité augmentée pour contrôler la vitesse de marche : Étude clinique incluant des enfants atteints de paralysie cérébrale
Anne-Laure Guinet (Saint-Fargeau Ponthierry, France), Guillaume Bouyer (Paris, France), Samir Otmane (Paris, France), Elaine Biddiss (Toronto, Canada), Eric Desailly (Saint-Fargeau Ponthierry, France)
Objectif : Gait quality, especially walking speed (WS), are often hard to improve for children with cerebral palsy (CP).1 New technologies, such as augmented reality (AR), allow to combine repetition, practice specificity, motivation, feedback, and reward.2 But, few studies have delved into how different presentations of AR feedback may impact gait performance.3 This study aims to compare six mini-games (MG) combining different visual feedback modalities on controlling WS: the referential anchor, position, speed and color of the feedback.
Matériel/Patients et méthodes : MG have been developed for Microsoft Hololens AR headset (Fig.1). The target WS (mean velocity on 2*15m walking sprints) and WS for each 6 MG (30m) were recorded with the Hololens (100Hz).4 Time spent around the target speed (+/-20%) was compared between MGs and a control trial without feedback using a Pearson's chi-squared test. N-way multiple ANOVA and post-hoc analysis were performed to determine the specific impact of each feedback modalities.
Résultats : A total of 25 children with CP were included. Time spent around the target WS differed significantly between MGs (Q-value=38.93, p=10-7). Finally, MGs where the goal was to follow the round shape hologram (MG1 MG2 and MG3) appeared the best to control WS (Fig.2). Post-hoc analysis showed that the best combination for feedback modalities was: referential anchor ‘gamer’, color ‘bicolor’, position ‘variable’.
Discussion - Conclusion : This was the first experimental study to explore feedback modalities on walking speed control in children with CP. These results were used to design a serious game in AR for gait training after single-event multi-level surgery.
Mots clés : Cerebral palsy; augmented reality; gait parameters; walking speed; serious game; feedback
Liens d'intérêts : https://www.fondationpoidatz.com/arrow-cp/