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Wang Y, Zhang Y, Zhao W, Cai W, Zhao C. Exploring the association between grip strength and adverse pregnancy and perinatal outcomes: A Mendelian randomization study. Heliyon 2024; 10:e33465. [PMID: 39027441 PMCID: PMC11254715 DOI: 10.1016/j.heliyon.2024.e33465] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2023] [Revised: 06/21/2024] [Accepted: 06/21/2024] [Indexed: 07/20/2024] Open
Abstract
Background Previous observational studies have demonstrated an association between grip strength and detrimental pregnancy and perinatal outcomes. However, the causality of this relationship remains uncertain. Objective This study aims to investigate if there is a causal relationship between grip strength and adverse pregnancy and perinatal outcomes, providing evidence to support active intervention for adverse pregnancy outcomes. Study design A two-sample Mendelian randomization method was used to select GWAS data from the UK Biobank and the FinnGen Biobank as data sources. The inverse variance weighting method was used as the main analysis method. The reliability of the results was verified through sensitivity analysis, including Cochran's Q test, MR-egger intercept regression analysis, leave-one-out analysis, and funnel plot. Independent queues are also used to verify the reliability of the results. Results The study demonstrated a significant positive correlation between genetically predicted hand grip strength and offspring birth weight, specifically left-hand grip strength (β = 0.193, 95 % CI: 0.099-0.286, p = 0.0001) and right-hand grip strength (β = 0.310, 95 % CI: 0.235-0.384, p = 3.27E-16). Sensitivity analysis indicated no horizontal multi-effect, and leave-one-out analysis along with the funnel plot showed no abnormalities. The verification queue also yielded similar results. Conclusion This study revealed a significant association between grip strength-related traits and offspring birth weight, suggesting a potential protective effect. Moreover, a negative predictive trend was observed for other adverse pregnancy outcomes. Modifying grip strength through an active lifestyle and continuous monitoring of pregnant women's grip strength may have implications for improving pregnancy outcomes. However, further research is warranted to investigate these findings more comprehensively.
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Affiliation(s)
- Yanpeng Wang
- Department of Traditional Chinese Medicine, Changchun University of Chinese Medicine, 130117, China
| | - Yinzhen Zhang
- Department of Traditional Chinese Medicine, Changchun University of Chinese Medicine, 130117, China
| | - Wenhai Zhao
- Department of Orthopedics, The Affiliated Hospital to Changchun University of Chinese Medicine, 130021, China
| | - Wenjun Cai
- Department of Orthopedics, The Third Affiliated Hospital of Changchun University of Chinese Medicine, 130000, China
| | - Changwei Zhao
- Department of Orthopedics, The Affiliated Hospital to Changchun University of Chinese Medicine, 130021, China
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Liu X, Zhang D, Miao K, Guo Y, Jiang X, Zhang X, Jia F, Tang H, Dai C. A Review on the Usability, Flexibility, Affinity, and Affordability of Virtual Technology for Rehabilitation Training of Upper Limb Amputees. Bioengineering (Basel) 2023; 10:1301. [PMID: 38002425 PMCID: PMC10669061 DOI: 10.3390/bioengineering10111301] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/09/2023] [Revised: 10/16/2023] [Accepted: 10/18/2023] [Indexed: 11/26/2023] Open
Abstract
(1) Background: Prosthetic rehabilitation is essential for upper limb amputees to regain their ability to work. However, the abandonment rate of prosthetics is higher than 50% due to the high cost of rehabilitation. Virtual technology shows potential for improving the availability and cost-effectiveness of prosthetic rehabilitation. This article systematically reviews the application of virtual technology for the prosthetic rehabilitation of upper limb amputees. (2) Methods: We followed PRISMA review guidance, STROBE, and CASP to evaluate the included articles. Finally, 17 articles were screened from 22,609 articles. (3) Results: This study reviews the possible benefits of using virtual technology from four aspects: usability, flexibility, psychological affinity, and long-term affordability. Three significant challenges are also discussed: realism, closed-loop control, and multi-modality integration. (4) Conclusions: Virtual technology allows for flexible and configurable control rehabilitation, both during hospital admissions and after discharge, at a relatively low cost. The technology shows promise in addressing the critical barrier of current prosthetic training issues, potentially improving the practical availability of prosthesis techniques for upper limb amputees.
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Affiliation(s)
- Xiangyu Liu
- College of Communication and Art Design, University of Shanghai for Science and Technology, Shanghai 200093, China; (X.L.); (K.M.)
| | - Di Zhang
- Department of Geriatrics, Xinhua Hospital, Shanghai Jiao Tong University School of Medicine, Shanghai 200092, China;
| | - Ke Miao
- College of Communication and Art Design, University of Shanghai for Science and Technology, Shanghai 200093, China; (X.L.); (K.M.)
| | - Yao Guo
- School of Information Science and Technology, Fudan University, Shanghai 200433, China;
| | - Xinyu Jiang
- School of Informatics, The University of Edinburgh, Edinburgh EH8 9AB, UK;
| | - Xi Zhang
- Department of Industrial Design, Hanyang University, Ansan 15586, Republic of Korea;
| | - Fumin Jia
- Institute of Science and Technology for Brain-Inspired Intelligence, Fudan University, Shanghai 200433, China
| | - Hao Tang
- College of Communication and Art Design, University of Shanghai for Science and Technology, Shanghai 200093, China; (X.L.); (K.M.)
| | - Chenyun Dai
- School of Biomedical Engineering, Shanghai Jiao Tong University, Shanghai 200241, China;
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Amos G, Rode D, Maffiuletti NA, Bizzini M, Mauch M, Easthope CA, Haufe F, Xiloyannis M, Wolf P, Riener R. Gamification of Physical Therapy Exercises Using Commercial Entertainment Content: A Safety and Feasibility Study. IEEE Int Conf Rehabil Robot 2023; 2023:1-6. [PMID: 37941172 DOI: 10.1109/icorr58425.2023.10304694] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2023]
Abstract
Independent physiotherapy at home is a crucial element of rehabilitative care for a wide range of conditions as it constitutes a large portion of the overall therapy dose. However, up to 80% of individuals who are prescribed at-home physiotherapy do not consistently adhere to their treatment schedule, resulting in poor treatment outcomes. This is likely due to a lack of motivation and progress tracking in the current standard of care. We have developed a novel software prototype that allows users to control commercial entertainment content, such as video games or interactive music videos, with their movements during physiotherapy. By connecting therapy to proven entertainment content, we aim to improve on the current motivational deficits. This study investigated the safety and feasibility of this concept in a controlled environment over four physical therapy sessions with seven patients suffering from musculoskeletal and neurological conditions. As a secondary outcome, patients were asked about their enjoyment, perceived competence and effort using the Intrinsic Motivation Inventory (IMI) questionnaire. All participants were able to interact with the presented entertainment content and completed the study with no adverse events. Despite the diversity in pathology, age and training scenarios, the entertainment content maintained the patients' enjoyment with a high average rate of 6/7 on the IMI scale. Interacting with commercial entertainment content by doing physical therapy exercises was feasible, safe, and well-received over the six-week study period.
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Garske C, Dyson M, Dupan S, Morgan G, Nazarpour K. Increasing Voluntary Myoelectric Training Time Through Game Design. IEEE Trans Neural Syst Rehabil Eng 2022; 30:2549-2556. [PMID: 36054389 DOI: 10.1109/tnsre.2022.3202699] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/07/2022]
Abstract
In virtual prosthetic training research, serious games have been investigated for over 30 years. However, few game design elements are used and assessed for their effect on the voluntary adherence and repetition of the performed task. We compared two game-based versions of an established myoelectric-controlled virtual prosthetic training task with an interface without game elements of the same task [for video, see (Garske, 2022)]. Twelve limb-intact participants were sorted into three groups of comparable ability and asked to perform the task as long as they were motivated. Following the task, they completed a questionnaire regarding their motivation and engagement in the task. The investigation established that participants in the game-based groups performed the task significantly longer when more game design elements were implemented in the task (medians of 6 vs. 9.5 vs. 14 blocks for groups with increasing number of different game design elements). The participants in the game-based versions were also more likely to end the task out of fatigue than for reasons of boredom or frustration, which was verified by a fatigue analysis of the myoelectric signal. We demonstrated that the utilization of game design methodically in virtual myoelectric training tasks can support adherence and duration of a virtual training, in the short-term. Whether such short-term enhanced engagement would lead to long-term adherence remains an open question.
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Integration of persuasive elements into exergames: Application in the development of a novel gait rehabilitation system for children with musculoskeletal conditions. J Biomed Inform 2022; 132:104130. [PMID: 35820597 DOI: 10.1016/j.jbi.2022.104130] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/24/2021] [Revised: 06/21/2022] [Accepted: 06/25/2022] [Indexed: 01/07/2023]
Abstract
The main contribution of this paper is the application of the Persuasive System Design (PSD) model for the analysis and development of exergame systems to stimulate pediatric patients to adhere to short-term gait rehabilitation. It resulted in a novel therapy consisting of a video gaming and virtual reality (VG/VR) biofeedback system for treadmill gait rehabilitation, including a method for progressing the rehabilitation settings. During gait rehabilitation (GR) sessions, therapy settings need to be adjusted by physiotherapists, based on their clinical experience, to address the deficiencies of individuals while maximizing their motor functioning and maintaining their motivation. The system integrates persuasive elements, adjusted when physiotherapists progress the therapeutic settings, such as the treadmill speed, auditory feedback, and game challenges. We followed a scenario-based design method to develop the system, which comprised an observational study of conventional GR sessions and evaluations with 6 and 9 rehabilitation specialists who provided feedback about the system design. They perceived that the proposed method was valuable for physiotherapists to adapt the rehabilitation based on the children's performance. Also, they remarked that the system's visual and auditory stimulus would help engage the children in the therapy.
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Marcel-Millet P, Gimenez P, Groslambert A, Ravier G, Grospretre S. The type of visual biofeedback influences maximal handgrip strength and activation strategies. Eur J Appl Physiol 2021; 121:1607-1616. [PMID: 33649937 DOI: 10.1007/s00421-021-04640-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2020] [Accepted: 02/10/2021] [Indexed: 10/22/2022]
Abstract
PURPOSE This study investigated the effects of force and electromyographic (EMG) feedbacks on forearm muscle activations and handgrip maximal isometric voluntary contraction (MIVC). METHODS Sixteen males performed a set of MIVC in four different feedback conditions: (1) NO-FB: no feedback is given to the participant; (2) FORCE-FB: participants received a visual feedback of the produced force; (3) AGO-FB: participants received a visual feedback of the EMG activity of two agonist grip muscles; (4) ANTAGO-FB: participants received a visual feedback of the EMG activity of two hand extensors muscles. Each feedback was displayed by monitoring the signal of either force or electrical activity of the corresponding muscles. RESULTS Compared to NO-FB, FORCE-FB was associated with a higher MIVC force (+ 11%, P < 0.05), a higher EMG activity of agonist and antagonist muscles (+ 8.7% and + 9.2%, respectively, P < 0.05) and a better MIVC/EMG ratio with the agonist muscles (P < 0.05). AGO-FB was associated with a higher EMG activity of agonist muscles (P < 0.05) and ANTAGO-FB was associated with a higher EMG activity of antagonist muscles (P < 0.05). MIVC force was higher in the agonist feedback condition than in the antagonist feedback condition (+ 5.9%, P < 0.05). CONCLUSION Our results showed that the MIVC force can be influenced by different visuals feedback, such as force or EMG feedbacks. Moreover, these results suggested that the type of feedback employed could modify the EMG-to-force relationships. Finally, EMG biofeedback could represent an interesting tool to optimize motor strategies. But in the purpose of performing the highest strength independently of the strategy, the force feedback should be recommended.
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Affiliation(s)
- Philémon Marcel-Millet
- EA4660, C3S Laboratory, UPFR Sports, University of Bourgogne Franche-Comté, 31, Chemin de l'Epitaphe, 25000, Besançon, France
| | - Philippe Gimenez
- EA4660, C3S Laboratory, UPFR Sports, University of Bourgogne Franche-Comté, 31, Chemin de l'Epitaphe, 25000, Besançon, France
| | - Alain Groslambert
- EA4660, C3S Laboratory, UPFR Sports, University of Bourgogne Franche-Comté, 31, Chemin de l'Epitaphe, 25000, Besançon, France
| | - Gilles Ravier
- EA4660, C3S Laboratory, UPFR Sports, University of Bourgogne Franche-Comté, 31, Chemin de l'Epitaphe, 25000, Besançon, France
| | - Sidney Grospretre
- EA4660, C3S Laboratory, UPFR Sports, University of Bourgogne Franche-Comté, 31, Chemin de l'Epitaphe, 25000, Besançon, France.
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Montoya MF, Munoz JE, Henao OA. Enhancing Virtual Rehabilitation in Upper Limbs With Biocybernetic Adaptation: The Effects of Virtual Reality on Perceived Muscle Fatigue, Game Performance and User Experience. IEEE Trans Neural Syst Rehabil Eng 2020; 28:740-747. [PMID: 31985431 DOI: 10.1109/tnsre.2020.2968869] [Citation(s) in RCA: 13] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
Virtual rehabilitation has been used during decades to provide a more personalized, controlled, and enjoyable experience on upper-limb motor rehabilitation. Since novel virtual reality (VR) technologies are now accessible and highly immersive, the challenge for a wide dissemination of virtual rehabilitation in clinical scenarios has shifted from the hardware robustness to the software intelligence. A sophisticated technique that provides physiological intelligence to novel human-computer interaction (HCI) applications is biocybernetic adaptation. The concept emerges from the electrophysiological computing field, and it proposes using body signals to detect human states (e.g. workload or fatigue) and modulate the virtual activity accordingly. This paper evaluates the effects of using biocybernetic adaptation in a virtual rehabilitation game that aims to encourage users to exert at a desirable intensity level while interacting with the virtual environment. The system relies on surface-electromyography (sEMG) signals to detect fatigue levels in real-time and adapt the game challenge dynamically. Perceived fatigue levels, game user experience, and game performance parameters are assessed after playing the game, considering two different visualization modalities: non-immersive (conventional flat screen) and immersive (VR headset). Results revealed how the biocybernetic system in the immersive condition not only produced lower levels of perceived fatigue compared with the non-immersive, but also, created a more enjoyable and positive experience in a controlled experiment with 24 healthy subjects. Moreover, participants in the immersive condition showed a better performance in the virtual game and higher usability levels scored by users compared with the non-immersive condition. To conclude, we highlight the importance of combining novel immersive approaches with physiologically aware systems to enhance the benefits of virtual rehabilitation therapies.
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Eslamian F, Jahanjoo F, Dolatkhah N, Pishgahi A, Pirani A. Relative Effectiveness of Electroacupuncture and Biofeedback in the Treatment of Neck and Upper Back Myofascial Pain: A Randomized Clinical Trial. Arch Phys Med Rehabil 2020; 101:770-780. [PMID: 31954696 DOI: 10.1016/j.apmr.2019.12.009] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/10/2019] [Revised: 12/12/2019] [Accepted: 12/17/2019] [Indexed: 01/02/2023]
Abstract
OBJECTIVE To determine the differences between clinical effects of electroacupuncture and biofeedback therapy in addition to conventional treatment in patients with cervical myofascial pain syndrome (MPS). DESIGN Randomized clinical trial. SETTING Physical medicine and rehabilitation clinic of a university hospital. PARTICIPANTS Fifty patients (N=50) aged 25-55 years of both sexes with chronic neck pain diagnosed with MPS (characterized by trigger points within taut bands) were randomly assigned to 2 equal groups of 25 individuals. INTERVENTIONS The patients in electroacupuncture group were treated with standard acupuncture and concomitant electrical stimulation; those in biofeedback group received visual electromyography biofeedback therapy for muscle activity and relaxation. Both groups received the intervention 2 times a week for a total of 6 sessions. Basic exercise training and medicines were administered for all the patients. MAIN OUTCOME MEASURES Pain severity based on the visual analog scale (VAS), functional status using Neck Disability Index (NDI), cervical range of motion (ROM) using and inclinometer, and pressure pain threshold (PPT) using an algometer were evaluated before and at 3 and 12 weeks after the treatment. Primary outcome was defined as 20% reduction in the 3-month neck pain and dysfunction compared to baseline, assessed through the NDI. RESULTS Fifty patients (39 women, 11 men) with a mean age (years) ± SD of 39.0±5.5 and neck pain duration (weeks) of 6.0±2.2 were analyzed. All parameters, except for PPT of the lower trapezius and paravertebral muscles were improved significantly in both groups, while baseline values were controlled. The primary outcome was achieved more significantly in the acupuncture group than in the biofeedback group: 20 (80.0%) vs 10 (40.0%); rate ratio=2 with 95% confidence interval (CI), 1.19-3.36; number needed to treat (NNT)=2.5 with 95% CI, 1.54-6.58. Advantages of acupuncture over biofeedback were observed according to values obtained from the NDI, VAS, extension and left lateral-bending ROM, and PPT on the left upper trapezius after the last session of intervention until 3 months (P<.05). CONCLUSIONS Both electroacupuncture and biofeedback therapies were found to be effective in management of MPS when integrated with conventional treatment. However, intergroup differences showed priority of acupuncture in some parameters vs biofeedback. Thus, electroacupuncture seems to be a better complementary modality for treatment of MPS in the neck and upper back area.
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Affiliation(s)
- Fariba Eslamian
- Physical Medicine and Rehabilitation Research Center, Tabriz University of Medical Sciences, Tabriz, Iran.
| | - Fatemeh Jahanjoo
- Road Traffic Injury Research Center, Department of Biostatistic and Epidemiology,Tabriz University of Medical Sciences, Tabriz, Iran
| | - Neda Dolatkhah
- Physical Medicine and Rehabilitation Research Center, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Alireza Pishgahi
- Physical Medicine and Rehabilitation Department, Faculty of Medicine, Tabriz University of Medical Sciences, Tabriz, Iran
| | - Ali Pirani
- Physical Medicine and Rehabilitation Department, Faculty of Medicine, Tabriz University of Medical Sciences, Tabriz, Iran
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Pace-Schott EF, Amole MC, Aue T, Balconi M, Bylsma LM, Critchley H, Demaree HA, Friedman BH, Gooding AEK, Gosseries O, Jovanovic T, Kirby LA, Kozlowska K, Laureys S, Lowe L, Magee K, Marin MF, Merner AR, Robinson JL, Smith RC, Spangler DP, Van Overveld M, VanElzakker MB. Physiological feelings. Neurosci Biobehav Rev 2019; 103:267-304. [DOI: 10.1016/j.neubiorev.2019.05.002] [Citation(s) in RCA: 80] [Impact Index Per Article: 16.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/13/2018] [Revised: 03/27/2019] [Accepted: 05/03/2019] [Indexed: 12/20/2022]
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Prahm C, Kayali F, Sturma A, Aszmann O. PlayBionic: Game-Based Interventions to Encourage Patient Engagement and Performance in Prosthetic Motor Rehabilitation. PM R 2018; 10:1252-1260. [DOI: 10.1016/j.pmrj.2018.09.027] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/23/2018] [Revised: 07/25/2018] [Accepted: 09/13/2018] [Indexed: 11/25/2022]
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