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Review
. 2023 Feb 10;9(3):e13588.
doi: 10.1016/j.heliyon.2023.e13588. eCollection 2023 Mar.

Commercial device-based hand rehabilitation systems for stroke patients: State of the art and future prospects

Affiliations
Review

Commercial device-based hand rehabilitation systems for stroke patients: State of the art and future prospects

Bo Sheng et al. Heliyon. .

Abstract

Various hand rehabilitation systems have recently been developed for stroke patients, particularly commercial devices. Articles from 10 electronic databases from 2010 to 2022 were extracted to conduct a systematic review to explore the existing commercial training systems (hardware and software) and evaluate their clinical effectiveness. This review divided the rehabilitation equipment into contact and non-contact types. Game-based training protocols were further classified into two types: immersion and non-immersion. The results of the review indicated that the majority of the devices included were effective in improving hand function. Users who underwent rehabilitation training with these devices reported improvements in their hand function. Game-based training protocols were particularly appealing as they helped reduce boredom during rehabilitation training sessions. However, the review also identified some common technical drawbacks in the devices, particularly in non-contact devices, such as their vulnerability to the effects of light. Additionally, it was found that currently, there is no commercially available game-based training protocol that specifically targets hand rehabilitation. Given the ongoing COVID-19 pandemic, there is a need to develop safer non-contact rehabilitation equipment and more engaging training protocols for community and home-based rehabilitation. Additionally, the review suggests the need for revisions or the development of new clinical scales for hand rehabilitation evaluation that consider the current scenario, where in-person interactions might be limited.

Keywords: Commercial rehabilitation system; Evaluation; Game-based training protocol; Hand rehabilitation; Stroke.

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Conflict of interest statement

The authors declare that they have no known competing financial interests or personal relationships that could have appeared to influence the work reported in this paper.

Figures

Fig. 1
Fig. 1
Schematic diagram of the selection process for the final review.
Fig. 2
Fig. 2
Two types of hand rehabilitation robots: (a) CyberGrasp [36] and (b) Amadeo [37].
Fig. 3
Fig. 3
Three representative devices: (a) IpsiHand [49], (b) The Fesia Grasp [50], and (c) NeuSen W& Mustim FES system [51].
Fig. 4
Fig. 4
Three representative data gloves: (a) HandTutor [63], (b) Music Glove [64], and (c) RAPAEL Smart Glove [65].
Fig. 5
Fig. 5
Three types of non-contact treatment products: (a) Azure Kinect DK [73], (b) Intel RealSense SR300 [74], and (c) Leap Motion Controller [75].
Fig. 6
Fig. 6
Fret on Fire: (a) Game interface [94] and (b) Fret on Fire operation demonstration [95].
Fig. 7
Fig. 7
Squeezing Oranges game interface [97].
Fig. 8
Fig. 8
Shoot-out game: (a) Game interface and (b) Practical operation [99].
Fig. 9
Fig. 9
Two types of hand radial ulnar deviation rehabilitation games: (a) Wiping game [72] and (b) Vegetable-Cutting game [103].
Fig. 10
Fig. 10
Flappy Bird game interface [104].
Fig. 11
Fig. 11
Three immersive rehabilitation games: (a) Space War Game [25] and (b) Move-IT Game [106].
Fig. 12
Fig. 12
Rehabilitation sites for various types of equipment and stroke stages.

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