VR game training Haptic effects Telerehabilitation
Therapeutic effects of injured ankles were not significantly different when therapists were in the same room with patients or appeared in front of patients remotely by a webcam.
VR game training Easy to difficult Assist as needed
Firstly observed that immediately following and 48 hours after a single session of anklebot training, motor control of paretic ankles were improved but not for nondisabled ankles.
VR game training Easy to difficult Assist as needed Performance-based progression Application of EMG
Anklebot training with progressive targets significantly decreased PAS of paretic ankles, even to the normal range in dorsiflexion direction. Furthermore, increased compliance of paretic ankles would result in improvement in unassisted overground walking.
VR game training Easy to difficult Assist as needed Application of EEG Rewards
Rewards integrated with performance of subjects conducting anklebot training could accelerate activity-dependent brain plasticity to improve motor control.
Subjects with CP or lesion of the common peroneal nerve
9
Single group in clinic
At least 3 weeks 9 sessions
PediAnklebot
VR game training Easy to difficult Assist as needed
Subjects obtained significant improvement of explicit motor learning assessed with less jerky, better controlled, and increased speed of movements and implicit motor learning evaluated by the reduction of the average RT (reaction time).
Robot-assisted ankle training was more beneficial to moderate and mild gait speed impairments.
A-active moment = assisted active movement; R-active movement = resisted active movement; PNF = proprioceptive neuromuscular facilitation; I-passive stretching = intelligent passive stretching; VR = virtual reality; CP = cerebral palsy; EEG = electroencephalograph; EMG = electromyography; LF group = low-function group; MF group = moderate-function group; HF group = high-function group. They have another group of subjects who applied to verify the function of the technology or system.