STASISM Research
Pre-post experimental study revealed an increase in balance function in children with CP after 2 weeks of intensive daily training with the Stasism platform (Kachmar O, Kushnir A, Fedchyshyn B, et al. Personalized balance games for children with cerebral palsy: A pilot study. J Pediatr Rehabil Med. 2021;14(2):237-245. doi:10.3233/PRM-190666).
Link to paper:
https://pubmed.ncbi.nlm.nih.gov/33720857/
To assess the changes in balance function in children with cerebral palsy (CP) after two weeks of daily training with personalized balance games.
Twenty-five children with CP, aged 5 to 18 years were randomly selected for experimental or control groups. Over a period of two weeks, all participants received 8–9 game sessions for 15–20 minutes, totaling 150–160 minutes. The experimental group used personalized balance games available from the GAmification for Better LifE (GABLE) online serious gaming platform. Children from the control group played Nintendo Wii games using a handheld Wii Remote. Both groups received the same background treatment. Recorded outcome measures were from a Trunk Control Measurement Scale (TCMS), Timed Up & Go
Test (TUG), Center of Pressure Path Length (COP-PL), and Dynamic Balance Test (DBT).
After two weeks of training in the experimental group TCMS scores increased by 4.5 points (SD = 3.5, p < 0.05) and DBT results increased by 0.88 points (IQR = 1.03, p < 0.05) while these scores did not change significantly in the control group. Overall, TUG and COP-PL scores were not affected in either group.
This study demonstrates improvement of balancing function in children with CP after a two-week course of training with personalized rehabilitation computer games.
Dr. Oleh Kachmar, Dr. Anna Kushnir
STASISM, a sensor-based system, enables individualized remote healthcare through telerehabilitation and telemonitoring. It integrates various sensors and data analytics to collect and analyze physiological, kinematic, and environmental data. The platform facilitates customized rehabilitation, remote progress monitoring, and real-time feedback, ensuring secure data transmission and storage. STASISM aims to improve the accessibility and effectiveness of remote healthcare, enhancing patient well-being and allowing healthcare professionals to provide personalized care beyond traditional clinical environments.
Link to paper:
https://pubmed.ncbi.nlm.nih.gov/38257442/
Dr. Oleh Kachmar, Dr. Anna Kushnir, PhD. Bruno Bonnechère
Stasism platform is a feasible dual-tasking instrument to improve balance and cognitive function in children with CP (Rehabweek 2023).
Users’ perspectives on dual-task special computer games to improve balance and cognitive function in children with cerebral palsy
Previous research demonstrated that game-based dual-task interventions could enhance balance function and cognition in children with cerebral palsy (CP). Stasism platform contains serious games specially designed for patients with CP. We observed three platform games, controlled by side and forward-backward sways on a commercial balance board, that require different components of cognitive function, including object recognition, problem-solving, and navigation skills. To identify users’ opinions on a game using and existing limitations in different settings, we conducted a qualitative exploratory study.
Structured, open-ended interviews were conducted with physical therapists and families who had a two-week experience with the Stasism platform in pilot centers in Ukraine, Spain, and Ireland. Likert scale and free-form survey questions were used to explore user feedback on selected games and general platform impression.
Overall, we interviewed five therapists and twenty-one families. Both professionals and parents evaluated the Stasism platform as a useful rehabilitation modality that provides engagement for the children. Besides, therapists indicated that balance and cognitive functions have the potential to improve after consistent use of the selected games. Most users would like to continue to use the games and would recommend them to other stakeholders. Respondents provided recommendations for improvements that will be included in future updates of the platform, such as a technical guide for every game and animated tips if the game scenario is too hard for the player.
According to user interviews, special computer games can be a feasible rehabilitation modality for children with CP. In the future, we plan an experimental study to explore the tendencies in balance and cognition in children with CP.
Dr. Bruno Bonnechère, Dr. Anna Kushnir
Designing classification exercises for the International Federation of Cerebral Palsy Football (IFCPF)
This collaborative initiative is driven by the overarching goal of revolutionizing IFCPF’s classification process through the utilization of Stasism’s innovative technologies to quantify variables and yield precise data. By doing so, it aims to provide a solid foundation for informed decision-making regarding the distribution of the player with CP to the relevant environment to play football. Every facet of this joint mission is dedicated to dismantling barriers and promoting equitable access to participation and superior classification standards for all individuals with CP.
Dr. Raul Reina Vaillo, Ph.D Maria Isabel Cornejo, Dr. Matías Henríquez
Collaboration with the University of Hasselt (Hasselt, Belgium)
A Memorandum of Understanding (MoU) was signed between Stasism and UHasselt, specifically REVAL Rehabilitation Research Group. According to MoU, the Stasism platform will be used in various research and educational activities. Besides, under the international collaboration of UHasselt, the Stasism platform will be tested for stroke survivors in the local rehabilitation units in the Republic of Congo.
Professor Bruno Bonnechère
Assistant Professor 'Technology-Supported Rehabilitation'
Faculty of Rehabilitation Sciences
REVAL Rehabilitation Research Center
https://www.uhasselt.be/en/onderzoeksgroepen-en/reval/technorehab-lab
PhD project in University of Hasselt (Hasselt, Belgium), where Stasism is used.
Serious games as a dual tasking training and evaluation tool to improve cognitive function and balance in children with cerebral palsy
Introduction.
Cognitive function refers to multiple mental processes, including but not limited to memory, language, perception, attention, recognition, problem-solving, psychomotor speed, and executive functions. Cognitive impairment is a significant reason for low social functioning and an essential factor affecting rehabilitation outcomes in children with cerebral palsy (CP) (Ishani et al., 2020). Innovative technologies, including ones that apply gamification, have the potential to be a cost-effective and high-engaging intervention and assessment, especially in pediatric rehabilitation. Moreover, they can be used in various settings, such as clinics, schools, and homes in countries with different income levels. Previous research
demonstrated that game-based dual-task interventions could enhance balance function and cognition in children with CP (Szturm et al., 2022).
Research aims
The primary research aim will be to assess the effects of serious games on cognitive function, balance, and participation in children with CP.
Secondary aims:
-to explore existing digital tools aimed at evaluating cognitive function in children with developmental disabilities
-to investigate how performance in special serious games relates to cognitive function
-to assess the feasibility of using the novel computer-based test to assess dynamic balance in children with CP compared with traditional assessment
-to conduct a randomized controlled trial to evaluate the effects of special serious games as dual-tasking for cognitive function, balance, and participation in children with CP
Professor Bruno Bonnechère, Dr. Anna Kushnir
Master Project in School of Health Sciences - Polytechnic of Porto (Porto, Portugal)
This study aims to analyze postural control in children with neuromotor disorders after physiotherapy intervention using video games from the Stasism platform, specifically "Crazy Racing" and "Super Surfer" games. The study will have a single group with a before-and-after control design. It will be conducted at the Cerebral Palsy Associations of Braga and Porto. The Physio Sensing platform with the assessment protocols "Limits of stability", "Body Sway" and "Sit-to-stand" will be used for evaluation. The group will undergo four weeks of physiotherapy (2x per week), an intermediate evaluation moment M1 after this period, and finally, a last evaluation moment M2 after an intervention with the games+physiotherapy (2x per week).
Master Thesis: Maria Rui Silva Ferreira
Advisor:
Collaboration with the CHU Sainte-Justine (Canada)
A Memorandum of Understanding (MoU) was signed between Stasism and CHU Sainte-Justine. Stasism platform will be used in various research and educational activities.
Professor Danielle Levac