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  4. Effectiveness Comparison of Kinect-Based and Therapist-Based Bimanual Intensive Training in Children With Unilateral Cerebral Palsy: A Randomized Controlled Trial.
 
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Effectiveness Comparison of Kinect-Based and Therapist-Based Bimanual Intensive Training in Children With Unilateral Cerebral Palsy: A Randomized Controlled Trial.

Journal
Archives of physical medicine and rehabilitation
ISSN
1532-821X
Date Issued
2026-04-28
Author(s)
Ye, Ching-Wei
Huang, Wen-Feng
Hsu, Ting-Chia
Shih, Tsai-Yu
JENG-YI SHIEH  
TIEN-NI WANG  
HAO-LING CHEN  
DOI
10.1016/j.apmr.2026.04.024
URI
https://scholars.lib.ntu.edu.tw/handle/123456789/739084
Abstract
To compare the effectiveness of Kinect-based bimanual intensive training (K-BIT) and therapist-based bimanual intensive training (T-BIT) in children with unilateral cerebral palsy (UCP) in upper limb motor function. Design: Single-blind, randomized controlled trial. Setting: The K-BIT and T-BIT were conducted in the child's natural environment, such as their home or school classroom. Participants: Thirty-one children with UCP were randomly allocated to the K-BIT (mean age 8 y 1 mo [SD= 2 y 1 mo], 9 males, 7 females) or T-BIT (mean age 8 y 7 mo [SD=1 y 5 mo], 5 males, 10 females). Interventions: Both the K-BIT and T-BIT groups received two 2.25-hour intervention sessions per week, for 8 weeks (total=36 h). Main Outcome Measures: The more-affected upper extremity's (UE) motor control and bimanual coordination were assessed by unimanual and bimanual reaching-to-grasp (RTG) tasks. Daily motor functions were assessed by the Pediatric Motor Activity Log-Revised and ABILHAND-Kids. Results: K-BIT and T-BIT were generally comparable in the more-affected UE's motor control, bimanual coordination, and daily motor functions. In addition, K-BIT had a faster reaction time in RTG tasks (P=.03, ηp2=.17), whereas T-BIT had smoother movement in bimanual RTG tasks (P=.02, ηp2=.21). Conclusions: K-BIT may serve as an effective alternative to T-BIT, reducing therapists’ workload and improving the clinical utility of BIT. Time constraints in K-BIT's exergames may prompt faster reactions and more efficient movement preparation. In addition, incorporating tangible objects that provide haptic feedback in K-BIT might further improve the movement smoothness.
Subjects
Augmented reality
Exergaming
Hemiplegia
Neurorehabilitation
Rehabilitation
Upper extremity
Virtual reality
Type
journal article

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