TY - JOUR
T1 - Effects of different types of augmented feedback on intrinsic motivation and walking speed performance in post-stroke
T2 - A study protocol
AU - Alhirsan, Saleh M.
AU - Capó-Lugo, Carmen E.
AU - Brown, David A.
N1 - Funding Information:
We acknowledge Dr. Fei Hu and his lab team from the Department of Electrical and Computer Engineering at The University of Alabama (UA) for their technical expertise in development of the Racing Exergame that will be used in this study. This research was supported, in part, by the National Science Foundation (CNS-1335263). Funding also was provided by University of Alabama Health Services Foundation.
Funding Information:
We acknowledge Dr. Fei Hu and his lab team from the Department of Electrical and Computer Engineering at The University of Alabama (UA) for their technical expertise in development of the Racing Exergame that will be used in this study. This research was supported, in part, by the National Science Foundation ( CNS-1335263 ). Funding also was provided by University of Alabama Health Services Foundation.
Publisher Copyright:
© 2021
PY - 2021/12
Y1 - 2021/12
N2 - Introduction: During recovery from stroke, augmented performance feedback can be applied with simple displays of metrics, as well as enhanced with virtual reality (VR) and exergames. VR, as augmented feedback, can provided to enhance walking speed after six months of stroke onset. There are several mechanisms to induce improved motor performance and motivation. Our objective is to design a study to demonstrate the different effects of augmented feedback, simple VR and exergaming applications on motivation and walking speed performance in post stroke. Methods: Eighteen individuals with chronic stroke will be recruited and asked to walk as fast and safely as they can while on a robotic, user speed-driven treadmill (KineAssist-MX®) in three conditions: (1) with simple visual augmented feedback, but without a VR interface, (2) with a basic VR interface and (3) with a VR exergame. The main outcome measures are 30 s of fast walking speed and intrinsic motivation measured using the Intrinsic Motivation Inventory-Interest and Enjoyment Subscale. A within-subjects repeated measure ANOVA test and post hoc analysis will be used to determine the differences in changes of maximum walking speeds among the three performance conditions. Discussion: The additive impact of augmented feedback with or without VR and VR-exergames on motivation and walking speed during stroke rehabilitation is unknown, a gap we aim to address. Our findings will contribute key details regarding the effects of different types of augmented feedback on walking speed and intrinsic motivation and to the refinement of theoretical frameworks that guide the design and implementation of augmented feedback during recovery after stroke.
AB - Introduction: During recovery from stroke, augmented performance feedback can be applied with simple displays of metrics, as well as enhanced with virtual reality (VR) and exergames. VR, as augmented feedback, can provided to enhance walking speed after six months of stroke onset. There are several mechanisms to induce improved motor performance and motivation. Our objective is to design a study to demonstrate the different effects of augmented feedback, simple VR and exergaming applications on motivation and walking speed performance in post stroke. Methods: Eighteen individuals with chronic stroke will be recruited and asked to walk as fast and safely as they can while on a robotic, user speed-driven treadmill (KineAssist-MX®) in three conditions: (1) with simple visual augmented feedback, but without a VR interface, (2) with a basic VR interface and (3) with a VR exergame. The main outcome measures are 30 s of fast walking speed and intrinsic motivation measured using the Intrinsic Motivation Inventory-Interest and Enjoyment Subscale. A within-subjects repeated measure ANOVA test and post hoc analysis will be used to determine the differences in changes of maximum walking speeds among the three performance conditions. Discussion: The additive impact of augmented feedback with or without VR and VR-exergames on motivation and walking speed during stroke rehabilitation is unknown, a gap we aim to address. Our findings will contribute key details regarding the effects of different types of augmented feedback on walking speed and intrinsic motivation and to the refinement of theoretical frameworks that guide the design and implementation of augmented feedback during recovery after stroke.
KW - Cerebrovascular accident
KW - Knowledge of results
KW - Motor skills
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85119342094&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85119342094&partnerID=8YFLogxK
U2 - 10.1016/j.conctc.2021.100863
DO - 10.1016/j.conctc.2021.100863
M3 - Article
AN - SCOPUS:85119342094
SN - 2451-8654
VL - 24
JO - Contemporary Clinical Trials Communications
JF - Contemporary Clinical Trials Communications
M1 - 100863
ER -