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An innovative gamified gait biofeedback interface targeting propulsion: feasibility and preliminary effects
Bennett L Alterman1, Alexandra Slusarenko1, Minuk Kim1
1Emory University School of Medicine.
Gamified gait biofeedback shows promise for improving walking function after stroke. This novel interface enhances gait biomechanics and engagement, offering a new tool for rehabilitation.
Area of Science:
- Rehabilitation Medicine
- Biomechanics
- Human-Computer Interaction
Background:
- Gait deficits persist in stroke survivors post-rehabilitation, necessitating improved therapeutic strategies.
- Gamification and real-time biofeedback can enhance engagement and therapeutic impact in gait retraining.
- A novel gamified gait biofeedback interface was developed to improve propulsion during training.
Purpose of the Study:
- To assess the feasibility of a customized, gamified gait biofeedback interface.
- To evaluate the preliminary effects of this interface on gait biomechanics and physiological intensity.
- To compare gamified biofeedback (gBF) with conventional biofeedback (cBF) and no biofeedback (noBF).
Main Methods:
- A repeated-measures design compared three treadmill walking conditions: no biofeedback (noBF), conventional biofeedback (cBF), and gamified biofeedback (gBF).
- Gait biomechanics (ground reaction force, limb angle, ankle moment), physiological intensity (heart rate, RPE), and user experience (NASA-TLX, UXQ) were measured.
- Fifteen participants (9 able-bodied, 6 post-stroke) completed the study.
Main Results:
- Both gBF and cBF significantly increased peak anterior ground reaction force, trailing limb angle, and ankle moment compared to noBF.
- Both biofeedback conditions led to greater physiological intensity (heart rate, RPE) than noBF.
- gBF resulted in higher workload (mental demand, temporal demand, frustration, effort) and novelty compared to cBF.
Conclusions:
- Real-time gamified gait biofeedback is feasible and can enhance gait biomechanics and physiological intensity.
- gBF shows potential comparable to cBF for gait improvements, with increased engagement and task demand.
- Further research is needed to refine game design and evaluate gBF in larger populations and with varied training dosages.
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