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https://www.readbyqxmd.com/read/28822580/otologic-skills-training
#1
REVIEW
Gregory J Wiet, Mads Sølvsten Sørensen, Steven Arild Wuyts Andersen
This article presents a summary of the current simulation training for otologic skills. There is a wide variety of educational approaches, assessment tools, and simulators in use, including simple low-cost task trainers to complex computer-based virtual reality systems. A systematic approach to otologic skills training using adult learning theory concepts, such as repeated and distributed practice, self-directed learning, and mastery learning, is necessary for these educational interventions to be effective...
August 16, 2017: Otolaryngologic Clinics of North America
https://www.readbyqxmd.com/read/28822228/computerized-neurocognitive-interventions-in-the-context-of-the-brain-training-controversy
#2
Rebeca Isabel García-Betances, María Fernanda Cabrera-Umpiérrez, María T Arredondo
This article presents, in the form of an analytic narrative review, a complete picture of the state-of-the-art, challenges, and perspectives in the field of information and communication technology (ICT)-based neurocognitive interventions for older adults. The narrative particularly focuses on applications aimed at mild cognitive impairment and similar age-related cognitive deficits, which are analyzed in the context of the brain training controversy. Clarifying considerations are provided about the nature and present extent of the brain training debate, regarding the possible influence it has on the support received by research and development initiatives dealing with innovative computerized neurocognitive interventions...
August 19, 2017: Reviews in the Neurosciences
https://www.readbyqxmd.com/read/28819155/context-conditioning-in-humans-using-commercially-available-immersive-virtual-reality
#3
Marijn C W Kroes, Joseph E Dunsmoor, Wayne E Mackey, Mason McClay, Elizabeth A Phelps
Despite a wealth of knowledge on how humans and nonhuman animals learn to associate meaningful events with cues in the environment, far less is known about how humans learn to associate these events with the environment itself. Progress on understanding spatiotemporal contextual processes in humans has been slow in large measure by the methodological constraint of generating and manipulating immersive spatial environments in well-controlled laboratory settings. Fortunately, immersive Virtual Reality (iVR) technology has improved appreciably and affords a relatively straightforward methodology to investigate the role of context on learning, memory, and emotion while maintaining experimental control...
August 17, 2017: Scientific Reports
https://www.readbyqxmd.com/read/28817828/fall-prone-older-people-s-attitudes-towards-the-use-of-virtual-reality-technology-for-fall-prevention
#4
Kim Dockx, Lisa Alcock, Esther Bekkers, Pieter Ginis, Miriam Reelick, Elisa Pelosin, Giovanna Lagravinese, Jeffrey M Hausdorff, Anat Mirelman, Lynn Rochester, Alice Nieuwboer
BACKGROUND: Virtual reality (VR) technology is a relatively new rehabilitation tool that can deliver a combination of cognitive and motor training for fall prevention. The attitudes of older people to such training are currently unclear. OBJECTIVE: This study aimed to investigate: (1) the attitudes of fall-prone older people towards fall prevention exercise with and without VR; (2) attitudinal changes after intervention with and without VR; and (3) user satisfaction following fall prevention exercise with and without VR...
August 18, 2017: Gerontology
https://www.readbyqxmd.com/read/28816558/effect-of-feedback-from-a-socially-interactive-humanoid-robot-on-reaching-kinematics-in-children-with-and-without-cerebral-palsy-a-pilot-study
#5
Yuping Chen, Sergio Garcia-Vergara, Ayanna M Howard
PURPOSE: To examine whether children with or without cerebral palsy (CP) would follow a humanoid robot's (i.e., Darwin) feedback to move their arm faster when playing virtual reality (VR) games. METHODS: Seven children with mild CP and 10 able-bodied children participated. Real-time reaching was evaluated by playing the Super Pop VR(TM) system, including 2-game baseline, 3-game acquisition, and another 2-game extinction. During acquisition, Darwin provided verbal feedback to direct the child to reach a kinematically defined target goal (i...
August 17, 2017: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#6
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28815765/new-tools-and-functions-in-data-out-activities-at-protein-data-bank-japan-pdbj
#7
Akira R Kinjo, Gert-Jan Bekker, Hiroshi Wako, Shigeru Endo, Yuko Tsuchiya, Hiromu Sato, Hafumi Nishi, Kengo Kinoshita, Hirofumi Suzuki, Takeshi Kawabata, Masashi Yokochi, Takeshi Iwata, Naohiro Kobayashi, Toshimichi Fujiwara, Genji Kurisu, Haruki Nakamura
The Protein Data Bank Japan (PDBj), a member of the worldwide Protein Data Bank (wwPDB), accepts and processes the deposited data of experimentally determined biological macromolecular structures. In addition to archiving the PDB data in collaboration with the other wwPDB partners, PDBj also provides a wide range of original and unique services and tools, which are continuously improved and updated. Here, we report the new RDB PDBj Mine 2, the WebGL molecular viewer Molmil, the ProMode-Elastic server for normal mode analysis, a virtual reality system for the eF-site protein electrostatic molecular surfaces, the extensions of the Omokage search for molecular shape similarity, and the integration of PDBj and BMRB searches...
August 17, 2017: Protein Science: a Publication of the Protein Society
https://www.readbyqxmd.com/read/28813986/evaluation-of-the-myo-armband-for-the-classification-of-hand-motions
#8
I Mendez, B W Hansen, C M Grabow, E J L Smedegaard, N B Skogberg, X J Uth, A Bruhn, B Geng, E N Kamavuako
Pattern recognition-based control systems have been widely investigated in prostheses and virtual reality environments to improve amputees' quality of life. Most of these systems use surface electromyography (EMG) to detect user movement intentions. The Myo armband (MYB) is a wireless wearable device, developed by Thalmic Labs, which enables EMG recordings with a limited bandwidth (<100Hz). The aim of this study was to compare MYB's narrow bandwidth with a conventional EMG acquisition system (CONV) that captures the full EMG spectrum to assess its suitability for pattern recognition control...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813981/a-magnetic-compatible-supernumerary-robotic-finger-for-functional-magnetic-resonance-imaging-fmri-acquisitions-device-description-and-preliminary-results
#9
Irfan Hussain, Emiliano Santarnecchi, Andrea Leo, Emiliano Ricciardi, Simone Rossi, Domenico Prattichizzo
The Supernumerary robotic limbs are a recently introduced class of wearable robots that, differently from traditional prostheses and exoskeletons, aim at adding extra effectors (i.e., arms, legs, or fingers) to the human user, rather than substituting or enhancing the natural ones. However, it is still undefined whether the use of supernumerary robotic limbs could specifically lead to neural modifications in brain dynamics. The illusion of owning the part of body has been already proven in many experimental observations, such as those relying on multisensory integration (e...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813967/integration-of-serious-games-and-wearable-haptic-interfaces-for-neuro-rehabilitation-of-children-with-movement-disorders-a-feasibility-study
#10
Ilaria Bortone, Daniele Leonardis, Massimiliano Solazzi, Caterina Procopio, Alessandra Crecchi, Luca Bonfiglio, Antonio Frisoli
The past decade has seen the emergence of rehabilitation treatments using virtual reality environments. One of the advantages in using this technology is the potential to create positive motivation, by means of engaging environments and tasks shaped in the form of serious games. In this work, we propose a novel Neuro Rehabilitation System for children with movement disorders, that is based on serious games in immersive virtual reality with haptic feedback. The system design aims to enhance involvement and engagement of patients, to provide congruent multi-sensory afferent feedback during motor exercises, and to benefit from the flexibility of virtual reality in adapting exercises to the patient's needs...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813955/robotic-therapy-for-phantom-limb-pain-in-upper-limb-amputees
#11
Peter W Snow, Imad Sedki, Marco Sinisi, Richard Comley, Rui C V Loureiro
The system described in this paper combines virtual reality with haptic feedback to increase the level of immersion and invoke the sense of agency in patients with phantom limb pain with the aim of reducing perceived pain. This paper presents three case studies of an on-going clinical study. The initial results suggest an increased sense of embodiment of the virtual limb promotes a decrease in perceived levels of pain. The results strengthen the view that the cortical map does not fully "disappear" yet lays dormant...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813951/design-of-an-immersive-simulator-for-assisted-power-wheelchair-driving
#12
Louise Devigne, Marie Babel, Florian Nouviale, Vishnu K Narayanan, Francois Pasteau, Philippe Gallien
Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813943/conjunctive-rehabilitation-of-multiple-cognitive-domains-for-chronic-stroke-patients-in-virtual-reality
#13
Martina Maier, Nuria Leiva Banuelos, Belen Rubio Ballester, Esther Duarte, Paul F M J Verschure
Classically, cognitive deficits have been studied and treated in isolation from each other. A stroke patient is classified as being memory impaired, having executive dysfunction or showing attentional deficits after which a dedicated rehabilitation therapy is given. Studies seldom looked at the relationship between these different cognitive domains and syndromes, although, there is evidence that they might share common neuronal substrates and do not occur in isolation. Here, we propose a novel rehabilitation method in virtual reality to treat cognitive deficits in conjunction and report the preliminary results of an ongoing randomized controlled clinical trial...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813911/design-and-kinematic-analysis-of-a-novel-upper-limb-exoskeleton-for-rehabilitation-of-stroke-patients
#14
Amin Zeiaee, Rana Soltani-Zarrin, Reza Langari, Reza Tafreshi
This paper details the design process and features of a novel upper limb rehabilitation exoskeleton named CLEVER (Compact, Low-weight, Ergonomic, Virtual/Augmented Reality Enhanced Rehabilitation) ARM. The research effort is focused on designing a lightweight and ergonomic upper-limb rehabilitation exoskeleton capable of producing diverse and perceptually rich training scenarios. To this end, the knowledge available in the literature of rehabilitation robotics is used along with formal conceptual design techniques...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813871/clinical-effectiveness-of-combined-virtual-reality-and-robot-assisted-fine-hand-motion-rehabilitation-in-subacute-stroke-patients
#15
Xianwei Huang, Fazel Naghdy, Golshah Naghdy, Haiping Du
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed (AAN) control algorithm and a Virtual Reality (VR) based rehabilitation gaming system (RGS). The developed system is described and its effectiveness is validated through clinical trials on a group of eight subacute stroke patients for a period of six weeks...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813817/the-effects-of-silent-visuomotor-cueing-on-word-retrieval-in-broca-s-aphasies-a-pilot-study
#16
Klaudia Grechuta, Belen Rubio Bellaster, Rosa Espin Munne, Teresa Usabiaga Bernal, Begona Molina Hervas, Rosa San Segundo, Paul F M J Verschure
About a quarter of stroke patients worldwide suffer serious language disorders such as aphasias. Most common symptoms of Broca's aphasia are word naming disorders which highly impact verbal communication and the quality of life of aphasic patients. In order to recover disturbances in word retrieval, several cueing methods (i.e. phonemic and semantic) have been established to improve lexical access establishing effective language rehabilitation techniques. Based on recent evidence from action-perception theories, which postulate that neural circuits for speech perception and articulation are tightly coupled, in the present work, we propose and investigate an alternative type of cueing using silent articulation-related visual stimuli...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813816/computational-rehabilitation-of-neglect-using-state-space-models-to-understand-the-recovery-mechanisms
#17
Giulia Sedda, Marcella Ottonello, Elena Fiabane, Caterina Pistarini, Anna Sedda, Vittorio Sanguineti
Unilateral spatial neglect is a neuropsychological syndrome often observed in right hemisphere stroke patients. The symptoms differ from subject to subject. A few rehabilitation approaches, e.g. prism adaptation, have demonstrated some effect in reducing the symptoms, but the underlying mechanisms are still largely unclear. Recently, neural models have been proposed to qualitatively describe cortical lesions, the resulting neglect symptoms and the effects of treatment. However, these predictions are qualitative and cannot be used to compare different hypotheses or to interpret symptoms at individual subjects level...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813567/comparison-of-view-based-and-reconstruction-based-models-of-human-navigational-strategy
#18
Luise Gootjes-Dreesbach, Lyndsey C Pickup, Andrew W Fitzgibbon, Andrew Glennerster
There is good evidence that simple animals, such as bees, use view-based strategies to return to a familiar location, whereas humans might use a 3-D reconstruction to achieve the same goal. Assuming some noise in the storage and retrieval process, these two types of strategy give rise to different patterns of predicted errors in homing. We describe an experiment that can help distinguish between these models. Participants wore a head-mounted display to carry out a homing task in immersive virtual reality. They viewed three long, thin, vertical poles and had to remember where they were in relation to the poles before being transported (virtually) to a new location in the scene from where they had to walk back to the original location...
August 1, 2017: Journal of Vision
https://www.readbyqxmd.com/read/28812196/convergent-validation-and-transfer-of-learning-studies-of-a-virtual-reality-based-pattern-cutting-simulator
#19
Arun Nemani, Woojin Ahn, Clairice Cooper, Steven Schwaitzberg, Suvranu De
INTRODUCTION: Research has clearly shown the benefits of surgical simulators to train laparoscopic motor skills required for positive patient outcomes. We have developed the Virtual Basic Laparoscopic Skill Trainer (VBLaST) that simulates tasks from the Fundamentals of Laparoscopic Surgery (FLS) curriculum. This study aims to show convergent validity of the VBLaST pattern cutting module via the CUSUM method to quantify learning curves along with motor skill transfer from simulation environments to ex vivo tissue samples...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28812161/a-proficiency-based-virtual-reality-endoscopy-curriculum-improves-performance-on-the-fundamentals-of-endoscopic-surgery-examination
#20
Daniel A Hashimoto, Emil Petrusa, Roy Phitayakorn, Christina Valle, Brenna Casey, Denise Gee
INTRODUCTION: The fundamentals of endoscopic surgery (FES) examination is a national test of knowledge and skill in flexible gastrointestinal endoscopy. The skill portion of the examination involves five tasks that assesses the following skills: scope navigation, loop reduction, mucosal inspection, retroflexion, and targeting. This project aimed to assess the efficacy of a proficiency-based virtual reality (VR) curriculum in preparing residents for the FES skills exam. METHODS: Experienced (>100 career colonoscopies) and inexperienced endoscopists (<50 career colonoscopies) were recruited to participate...
August 15, 2017: Surgical Endoscopy
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