keyword
https://read.qxmd.com/read/38546746/evaluation-of-the-usability-of-a-serious-game-in-virtual-reality-with-a-focus-on-the-perception-and-experience-of-health-professionals-for-motor-rehabilitation-in-children-with-cerebral-palsy
#1
JOURNAL ARTICLE
Fabiana Rita Camara Machado, Guilherme Dos Santos Novak, Sérgio Kakuta Kato, Alcyr Alves de Oliveira
Introduction: Cerebral palsy (CP) is a nonprogressive neuropathological condition that requires lifelong neurocognitive-motor rehabilitation. Evidences indicate that the use of new technologies to assist in rehabilitation processes, such as serious games in virtual reality (VR), have served as adjuncts to therapy and capable of promoting engagement, motivation, and motor activation for these patients. Objective: To investigate the usability of a serious game in VR to help with the stability and balance of the head and trunk of children with CP, focusing on the perception and experience of health professionals...
March 28, 2024: Games for Health
https://read.qxmd.com/read/38544636/integrative-approach-of-conventional-physiotherapy-mulligan-s-mobilisation-with-movement-and-plyometric-training-in-a-young-volleyball-athlete-after-anterior-cruciate-ligament-acl-reconstruction-a-case-report
#2
Pratik R Jaiswal, Swapnil U Ramteke, Subrat Samal
The requirements of volleyball include specialized, strategic, and acrobatic skills. In volleyball, it is thus essential to build maximal power and strength properly. Strengthening has been recommended as an effective means to avoid injuries and build muscle strength. It also enhances one's health in relation to performance in the game. Anterior cruciate ligament (ACL) tears are a common knee injury affecting athletes of all levels. A big problem with injury healing and getting back to sports is that there isn't a tried-and-true protocol or set of steps an athlete should follow following an ACL injury...
February 2024: Curēus
https://read.qxmd.com/read/38541755/economic-cost-of-rehabilitation-with-robotic-and-virtual-reality-systems-in-people-with-neurological-disorders-a-systematic-review
#3
REVIEW
Roberto Cano-de-la-Cuerda, Aitor Blázquez-Fernández, Selena Marcos-Antón, Patricia Sánchez-Herrera-Baeza, Pilar Fernández-González, Susana Collado-Vázquez, Carmen Jiménez-Antona, Sofía Laguarta-Val
Background : The prevalence of neurological disorders is increasing worldwide. In recent decades, the conventional rehabilitation for people with neurological disorders has been often reinforced with the use of technological devices (robots and virtual reality). The aim of this systematic review was to identify the evidence on the economic cost of rehabilitation with robotic and virtual reality devices for people with neurological disorders through a review of the scientific publications over the last 15 years...
March 7, 2024: Journal of Clinical Medicine
https://read.qxmd.com/read/38539250/remotely-prescribed-and-monitored-home-based-gait-and-balance-therapeutic-exergaming-using-augmented-reality-ar-glasses-protocol-for-a-clinical-feasibility-study-in-people-with-parkinson-s-disease
#4
JOURNAL ARTICLE
L E S Hardeman, D J Geerse, E M Hoogendoorn, J Nonnekes, M Roerdink
BACKGROUND: Clinical guidelines for people with Parkinson's disease (pwPD) stress that, complementary to pharmacological treatment, exercise and physiotherapy should be given a central role in disease management. Adhering to regular exercise of the right type, and with high repetition, remains a challenge for pwPD. Exergaming has the potential to increase adherence through play and personalised interventions, both in clinic and at home. Reality DTx® is an augmented-reality (AR) home-based gait-and-balance exergaming intervention specifically designed for pwPD as an extension of supervised physiotherapy...
March 27, 2024: Pilot and Feasibility Studies
https://read.qxmd.com/read/38537126/developing-accessible-speech-technology-with-users-with-dysarthric-speech
#5
JOURNAL ARTICLE
Elizabeth Howarth, Geena Vabulas, Sean Connolly, Dawn Green, Sara Smolley
The Voiceitt app is designed for people with dysarthric speech, to support vocal communication and access to voice-driven technologies. Sixty-six participants were recruited to test the Voiceitt app and share feedback with developers. Most had physical, sensory, or cognitive impairments in addition to atypical speech. The project team liaised with individuals, their families and local support teams to provide access to the app and associated equipment. Testing was user-led, with participants asked to identify and test use cases most relevant to their daily lives over three months or more...
March 27, 2024: Assistive Technology: the Official Journal of RESNA
https://read.qxmd.com/read/38533741/the-lived-experiences-of-play-and-the-perspectives-of-disabled-children-and-their-parents-surrounding-brain-computer-interfaces
#6
JOURNAL ARTICLE
Carina Siu, Manar Aoude, John Andersen, Kim D Adams
Brain-computer interfaces (BCI) offer promise to the play of children with significant physical impairments, as BCI technology can enable disabled children to control computer devices, toys, and robots using only their brain signals. However, there is little research on the unique needs of disabled children when it comes to BCI-enabled play. Thus, this paper explored the lived experiences of play for children with significant physical impairments and examined how BCI could potentially be implemented into disabled children's play experiences by applying a social model of childhood disability...
March 27, 2024: Disability and Rehabilitation. Assistive Technology
https://read.qxmd.com/read/38532789/the-effect-of-reward-on-motor-learning-different-stage-different-effect
#7
REVIEW
Jingwang Zhao, Guanghu Zhang, Dongsheng Xu
Motor learning is a prominent and extensively studied subject in rehabilitation following various types of neurological disorders. Motor repair and rehabilitation often extend over months and years post-injury with a slow pace of recovery, particularly affecting the fine movements of the distal extremities. This extended period can diminish the motivation and persistence of patients, a facet that has historically been overlooked in motor learning until recent years. Reward, including monetary compensation, social praise, video gaming, music, and virtual reality, is currently garnering heightened attention for its potential to enhance motor motivation and improve function...
2024: Frontiers in Human Neuroscience
https://read.qxmd.com/read/38530225/a-study-on-the-efficacy-of-the-tabletop-roleplaying-game-dungeons-dragons-for-improving-mental-health-and-self-concepts-in-a-community-sample
#8
JOURNAL ARTICLE
Alyssia Merrick, Wendy Wen Li, Dan J Miller
Purpose: Tabletop gaming has seen a rise in popularity over the past 10 years, with an influx of interest following the Coronavirus pandemic. Limited research has explored the impact of tabletop roleplaying games on mental health and self-concepts such as self-esteem and self-efficacy. This study used a repeated-measures design with four measurement points to quantitatively evaluate the effect of playing Dungeons & Dragons (D&D) on mental health and self-concepts in a community sample. Materials and Methods: Twenty-five community participants took part in 8 weeks of D&D gameplay (one 1 hour session per week), completing pre-, mid-, and postintervention surveys...
April 2024: Games for Health
https://read.qxmd.com/read/38530224/the-effect-of-a-reminiscence-therapy-based-hybrid-board-game-on-anxiety-and-loneliness-levels-in-older-adults-an-experimental-study
#9
JOURNAL ARTICLE
Yunhan Liu, Chenqi Zhang, Jianan Zhao, Ting Han
Background: Anxiety and loneliness are prevalent psychological issues faced by older adults. To tackle these concerns, group reminiscence therapy has been widely recognized as an effective non-pharmacological form of intervention. Despite its proven efficacy, the implementation of this therapy normally requires professional guidance, limiting its accessibility to specialized institutions such as hospitals. Objective: In this study, the objective is to empirically validate the effectiveness of a reminiscence therapy-based hybrid board game, Journey of Memories , in reducing anxiety and loneliness among older adults...
April 2024: Games for Health
https://read.qxmd.com/read/38527255/effectiveness-of-wii-fit-combined-with-conventional-exercises-on-the-functional-mobility-and-balance-of-children-with-cerebral-palsy-and-their-typically-growing-peers
#10
JOURNAL ARTICLE
Derya Kardes Ekici, Habibe Serap Inal
Nintendo Wii Fit is an accessible, affordable, and productive inclusion into rehabilitation programs for children with cerebral palsy (CP) as a physical activity intervention; however, to our knowledge, there are no comparative studies 8 investigating the effects on the functional mobility and balance of children with CP compared to typically growing (TG) children. We evaluated the effects of Nintendo Wii Fit video exercises on static and dynamic balance, functional capacity, and walking endurance in children with CP compared to their TG peers...
March 25, 2024: Games for Health
https://read.qxmd.com/read/38526895/providing-skin-stretch-on-the-lower-back-design-and-psychophysical-evaluation-with-a-stepping-task
#11
JOURNAL ARTICLE
Erick Jimenez-Gonzalez, Chen Avraham, Asya Mikhaylov, Simona Bar-Haim, Ilana Nisky
Haptic devices are becoming popular in many applications, including medical, gaming, and consumer devices. Yet, the majority of studies focus on the use of haptics for the upper limbs, with much less attention to the stimulation of other regions of the body such as the lower back. In this study, we designed three types of skin stretch stimulation devices that can be placed on a belt and apply tactile stimulation on the lower back. We present these devices that apply lateral, longitudinal, and rotational skin stretch stimulation on the lower back, and evaluate their effectiveness in providing haptic commands for the lower limbs of healthy participants...
March 25, 2024: IEEE Transactions on Haptics
https://read.qxmd.com/read/38516650/pelvic-floor-muscle-training-using-the-perifit-device-for-the-treatment-of-urinary-incontinence-a-pragmatic-trial-using-real-world-data
#12
JOURNAL ARTICLE
Erica T Perrier, Louise Aumont
INTRODUCTION: There is a need for home-based alternatives for women to self-manage urinary incontinence (UI). Using a real-world data approach, the aim of this analysis was to evaluate whether training with the Perifit device was effective in reducing UI symptoms. MATERIALS AND METHODS: A total of 6060 women (45 ± 10 years) with UI who purchased the Perifit device, completed a validated symptoms questionnaire before training (T1) and again at one or several predefined timepoints during training: T2, after completing 40-60 games; T3, after 90-120 games; and/or T4, after 280-300 games...
2024: Women's health reports
https://read.qxmd.com/read/38512706/comparison-of-nonimmersive-virtual-reality-and-task-oriented-circuit-training-on-gait-balance-and-cognition-among-elderly-population-a-single-blind-randomized-control-trial
#13
JOURNAL ARTICLE
Misbah Ghous, Qudsia Masood, Arshad Nawaz Malik, Ayesha Afridi, Qamar Mehmood
Purpose: The purpose of this study was to determine the effects of nonimmersive virtual reality (VR) and task-oriented circuit training on gait, balance, cognitive domains, and quality of life among the elderly population. Methods: This is a single-blind randomized control trial in which 28 elderly individuals between 60 and 75 years were selected. The participants were divided into two groups, task-oriented circuit training and the other receiving nonimmersive VR treatment, with 14 participants in each group...
March 21, 2024: Games for Health
https://read.qxmd.com/read/38512294/gamified-strength-recognition-and-quiz-to-enhance-covid-19-prevention-knowledge-and-behaviors-and-family-well-being-web-based-pilot-intervention
#14
JOURNAL ARTICLE
Shirley Man-Man Sit, Agnes Yuen-Kwan Lai, Hoi-Wa Wong, Ka-Shun Hung, Man-Ping Wang, Sai-Yin Ho, Tai-Hing Lam
Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. Methods: The "SMART Epidemic prevention" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention...
March 20, 2024: Games for Health
https://read.qxmd.com/read/38509575/same-game-different-worlds-general-conditions-perceived-stress-and-associations-between-stress-and-past-season-injuries-in-elite-female-and-male-ice-hockey-players
#15
JOURNAL ARTICLE
Tobias Wörner, Stefan Kauppinen, Frida Eek
BACKGROUND: Ice hockey is played by women and men but the arena they play in may differ substantially. Potential differences in general conditions to play the sport may be associated to perceived stress, which has shown to be related to athletic injury in other sports. Therefore, this study aimed to describe and compare general conditions for playing ice hockey, stress levels, and the association between perceived stress and injury occurrence among elite female and male players. METHODS: Prior to the 2022-2023 season all female and male players from the top ice hockey leagues in Sweden were invited to an online survey...
March 20, 2024: BMC Sports Science, Medicine and Rehabilitation
https://read.qxmd.com/read/38502611/motor-learning-in-robot-based-haptic-dyads-a-review
#16
JOURNAL ARTICLE
Erica L Waters, Michelle J Johnson
Rehabilitation robots have the potential to alleviate the global burden of neurorehabilitation. Robot-based multiplayer gaming with virtual and haptic interaction may improve motivation, engagement, and implicit learning in robotic therapy. Over the past few years, there has been growing interest in robot mediated haptic dyads, or human-robot-robot-human interaction. The effect of such a paradigm on motor learning in general and specifically for individuals with motor and/or cognitive impairments is an open area of research...
March 19, 2024: IEEE Transactions on Haptics
https://read.qxmd.com/read/38498048/comparing-walking-related-everyday-life-tasks-of-children-with-gait-disorders-in-a-virtual-reality-setup-with-a-physical-setup-cross-sectional-noninferiority-study
#17
JOURNAL ARTICLE
Sophia Rhiel, Andrina Kläy, Urs Keller, Hubertus J A van Hedel, Corinne Ammann-Reiffer
BACKGROUND: A frequent rehabilitation goal for children with gait disorders is to practice daily-life walking activities. Unfortunately, these are often difficult to practice in a conventional therapeutic setting. Virtual reality (VR) with head-mounted displays (HMDs) could be a promising approach in neurorehabilitation to train such activities in a safe environment. First, however, we must know whether obstacles in VR are indeed mastered as obstacles. OBJECTIVE: This study aimed to provide information on whether VR is feasible and motivating to induce and practice movements needed to master real obstacles in children and adolescents with gait disorders...
March 18, 2024: JMIR Serious Games
https://read.qxmd.com/read/38496777/video-games-and-disability-a-risk-and-benefit-analysis
#18
REVIEW
Hung Jen Kuo, Michael Yeomans, Derek Ruiz, Chien-Chun Lin
PURPOSE: Over the past decades, video games have become a substantial part of the entertainment industry. While ubiquitous, video game participation remains low among people with disabilities amid potential negative effects. This article analyzes the risks and benefits that video games may present to individuals with disabilities. METHODOLOGY: In this conceptual article, we explored the literature pertaining to video games and disability. To better understand the impact of video games on individuals with disabilities, we focused on the unique features of video games through the lens of the Self-Determination Theory...
2024: Front Rehabil Sci
https://read.qxmd.com/read/38486863/the-effect-of-transcutaneous-spinal-cord-stimulation-on-the-balance-and-neurophysiological-characteristics-of-young-healthy-adults
#19
JOURNAL ARTICLE
Isirame Omofuma, Robert Carrera, Jayson King-Ori, Sunil K Agrawal
Transcutaneous spinal cord stimulation (TSCS) is gaining popularity as a noninvasive alternative to epidural stimulation. However, there is still much to learn about its effects and utility in assisting recovery of motor control. In this study, we applied TSCS to healthy subjects concurrently performing a functional training task to study its effects during a training intervention. We first carried out neurophysiological tests to characterize the H-reflex, H-reflex recovery, and posterior root muscle reflex thresholds, and then conducted balance tests, first without TSCS and then with TSCS...
2024: Wearable Technol
https://read.qxmd.com/read/38481293/efficacy-of-a-virtual-reality-based-cognitive-interactive-training-program-for-children-with-traumatic-brain-injuries-study-protocol-for-a-parallel-group-randomized-controlled-trial
#20
JOURNAL ARTICLE
Jiabin Shen, Yan Wang, Susan Quinn, Stacy J Suskauer, Julia Birch, Tyler Busch, Adrian Svingos, Roger Crawfis, Keith Owen Yeates, H Gerry Taylor
BACKGROUND: Traumatic brain injury (TBI) is a leading cause of disability in children. Cognitive rehabilitation for this population is critical for their long-term health outcomes. This trial aims to evaluate the efficacy of a virtual reality-based program (VICT) for training executive functions in children with TBI. METHODS: A parallel group randomized controlled trial will be conducted among up to 32 children with TBI. Children in the intervention group will receive the VICT training while children in the control group will play a comparable VR game without executive function training...
March 13, 2024: Trials
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