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https://www.readbyqxmd.com/read/29776843/a-review-advocating-caution-with-major-league-soccer-expansion-and-investment-in-more-rehabilitation-professionals
#1
REVIEW
Cody J Mansfield, Carol Ferkovic-Mack, Julie Eibensteiner, Christy Zwolski
BACKGROUND AND PURPOSE: Major League Soccer (MLS) has aggressively expanded from 10 teams to 23 teams. With the addition of more teams, the league will have to dictate a schedule that maximizes the league's popularity, while also maintaining the health of the players. A longer season and congested game schedule could increase the risk of injury for players. The purpose of this commentary is to make recommendations for the prevention of injuries among MLS players with respect to proposed league expansion...
May 9, 2018: Physical Therapy in Sport
https://www.readbyqxmd.com/read/29768472/progame-a-process-framework-for-serious-game-development-for-motor-rehabilitation-therapy
#2
Esperança Amengual Alcover, Antoni Jaume-I-Capó, Biel Moyà-Alcover
Serious game development for rehabilitation therapy is becoming increasingly popular because of the motivational advantages that these types of applications provide. Consequently, the need for a common process framework for this category of software development has become increasingly evident. The goal is to guarantee that products are developed and validated by following a coherent and systematic method that leads to high-quality serious games. This paper introduces a new process framework for the development of serious games for motor rehabilitation therapy...
2018: PloS One
https://www.readbyqxmd.com/read/29756513/self-directed-therapy-programmes-for-arm-rehabilitation-after-stroke-a-systematic-review
#3
Ruth H Da-Silva, Sarah A Moore, Christopher I Price
AIM: To investigate the effectiveness of self-directed arm interventions in adult stroke survivors. METHODS: A systematic review of Medline, EMBASE, CINAHL, SCOPUS and IEEE Xplore up to February 2018 was carried out. Studies of stroke arm interventions were included where more than 50% of the time spent in therapy was initiated and carried out by the participant. Quality of the evidence was assessed using the Cochrane risk of bias tool. RESULTS: A total of 40 studies ( n = 1172 participants) were included (19 randomized controlled trials (RCTs) and 21 before-after studies)...
May 1, 2018: Clinical Rehabilitation
https://www.readbyqxmd.com/read/29754119/a-pilot-study-and-brief-overview-of-rehabilitation-via-virtual-environment-in-patients-suffering-from-dementia
#4
Th Fasilis, P Patrikelis, A Siatouni, A Alexoudi, A Veretzioti, L Zachou, S-St Gatzonis
Dementia is one of the increasing problems of modern societies. The immediate cure is not a possible solution, at least at the moment, but science has found a number of new ways to retard and under specific conditions to halt its development. A potential, and constantly evolving scientific field is the use of Computerized Cognitive Rehabilitation (CCR) and Virtual Environments (Vr.E). According to the existing literature, subjecting patients to various neuro-rehabilitative conditions within 3D virtual environments, allows them to obtain significant therapeutic benefits in which both transferability and durations over time are observed, in relation to the training period of the intervention...
January 2018: Psychiatrikē, Psychiatriki
https://www.readbyqxmd.com/read/29746384/maximum-movement-workloads-and-high-intensity-workload-demands-by-position-in-ncaa-division-i-collegiate-football
#5
Gabriel J Sanders, Brad Roll, Corey A Peacock, Roger O Kollock
Sanders, GJ, Roll, B, Peacock, CA, and Kollock, RO. Maximum movement workloads and high-intensity workload demands by position in NCAA division I collegiate football. J Strength Cond Res XX(X): 000-000, 2018-The purpose of the study was to quantify the average and maximum (i.e., peak) movement workloads, and the percent of those workloads performed at high intensity by NCAA division I football athletes during competitive games. Using global positioning system devices (Catapult Sports), low, moderate, and high and total multidirectional movement workloads were quantified by each position...
May 2, 2018: Journal of Strength and Conditioning Research
https://www.readbyqxmd.com/read/29745613/-quantitative-assessment-of-stroke-patients-based-on-dynamic-time-warping-algorithm
#6
Shuna Li, Lei Yu
In order to accurately evaluate the similarity of motions during daily rehabilitation training for stroke patients, this paper proposed a novel quantitative assessment method based on dynamic time warping (DTW) algorithm. Firstly, the raw accelerometer signals were preprocessed to eliminate the noise. Secondly, the similarity between the accelerometer signals and four standard task templates was calculated respectively, and then the motion was recognized based on the similarity measurements. Finally, the corresponding quantitative assessment model was used to compute the result...
February 1, 2018: Sheng Wu Yi Xue Gong Cheng Xue za Zhi, Journal of Biomedical Engineering, Shengwu Yixue Gongchengxue Zazhi
https://www.readbyqxmd.com/read/29745559/-three-dimensional-virtual-dolphin-treatment-system-for-children-with-autism-spectrum-disorder
#7
Wenkai Song, Yu Sun, Dongchuan Yu
In order to address the problem of traditional dolphin adjuvant therapy such as high cost and its limitation in time and place, this paper introduces a three-dimensional virtual dolphin adjuvant therapy system based on virtual reality technology. By adopting Oculus wearable three-dimensional display, the system combined natural human-computer interaction based on Leap Motion with high-precision gesture recognition and cognitive training, and achieved immersive three-dimensional interactive game for child rehabilitation training purposes...
August 1, 2017: Sheng Wu Yi Xue Gong Cheng Xue za Zhi, Journal of Biomedical Engineering, Shengwu Yixue Gongchengxue Zazhi
https://www.readbyqxmd.com/read/29740546/participating-in-the-paralympic-games-through-exercise-rehabilitation-for-individuals-with-disabilities
#8
EDITORIAL
Yong-Seok Jee
No abstract text is available yet for this article.
April 2018: Journal of Exercise Rehabilitation
https://www.readbyqxmd.com/read/29732906/design-and-development-of-a-pool-and-billiards-assistive-device-for-the-physically-challenged
#9
Kiran Ragoo, Vashish Sirjoosingh, Shreedevi Sahadeo, Boppana V Chowdary, Chris Maharaj
This research entailed the development and prototyping of a bespoke assistive device for a subject who was a local pool and billiards championship player. The subject was diagnosed with a brain tumor and had to undergo surgery followed by chemotherapy to completely remove the mass in the brain. Following this, there was some loss in motor skills on the right side of his body affecting his gait and grip on objects and his ability to play pool and billiards. Concepts were developed to enable the subject to regain some form...
May 6, 2018: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/29715597/a-systematic-review-of-game-technologies-for-pediatric-patients
#10
REVIEW
Sandra Jurdi, Jorge Montaner, Fernando Garcia-Sanjuan, Javier Jaen, Vicente Nacher
Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol...
April 25, 2018: Computers in Biology and Medicine
https://www.readbyqxmd.com/read/29702630/game-based-virtual-reality-canoe-paddling-training-to-improve-postural-balance-and-upper-extremity-function-a-preliminary-randomized-controlled-study-of-30-patients-with-subacute-stroke
#11
Myung Mo Lee, Kyeong Jin Lee, Chang Ho Song
BACKGROUND Virtual reality (VR) training with motion-controlled console games can be incorporated into stroke rehabilitation programs. The use of a variety of gaming software can provide the patient with an opportunity to perform activities that are exciting, entertaining, and that may not be feasible in clinical environments. The aim of this preliminary randomized controlled study was to investigate the effects of game-based VR canoe paddling training, when combined with conventional physical rehabilitation programs, on postural balance and upper extremity function in 30 patients with subacute stroke...
April 27, 2018: Medical Science Monitor: International Medical Journal of Experimental and Clinical Research
https://www.readbyqxmd.com/read/29688818/serious-gaming-to-support-exercise-therapy-for-patients-with-chronic-nonspecific-low-back-pain-a-feasibility-study
#12
Thomas Matheve, Guido Claes, Enzo Olivieri, Annick Timmermans
OBJECTIVE: To investigate the feasibility of a functional exercise program supported by serious gaming for patients with chronic nonspecific low back pain (LBP). METHODS: Ten patients with chronic nonspecific LBP and an underlying motor control impairment were recruited. Subjects performed a partially supervised exercise program (36 sessions, 18 weeks) that included 30 minutes of general conditioning and 90 minutes of individually tailored functional motor control exercises (MCEs)...
April 24, 2018: Games for Health
https://www.readbyqxmd.com/read/29675142/reviewing-clinical-effectiveness-of-active-training-strategies-of-platform-based-ankle-rehabilitation-robots
#13
REVIEW
Xiangfeng Zeng, Guoli Zhu, Mingming Zhang, Sheng Q Xie
Objective: This review aims to provide a systematical investigation of clinical effectiveness of active training strategies applied in platform-based ankle robots. Method: English-language studies published from Jan 1980 to Aug 2017 were searched from four databases using key words of "Ankle∗ " AND "Robot∗ " AND "Effect∗ OR Improv∗ OR Increas∗ ." Following an initial screening, three rounds of discrimination were successively conducted based on the title, the abstract, and the full paper...
2018: Journal of Healthcare Engineering
https://www.readbyqxmd.com/read/29672256/an-analysis-of-vr-technology-used-in-immersive-simulations-with-a-serious-game-perspective
#14
Aline Menin, Rafael Torchelsen, Luciana Nedel
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation...
March 2018: IEEE Computer Graphics and Applications
https://www.readbyqxmd.com/read/29650520/alarming-underutilisation-of-rehabilitation-in-athletes-with-anterior-cruciate-ligament-reconstruction-four-ways-to-change-the-game
#15
EDITORIAL
Hege Grindem, Amelia Jh Arundale, Clare L Ardern
No abstract text is available yet for this article.
April 12, 2018: British Journal of Sports Medicine
https://www.readbyqxmd.com/read/29644897/the-feasibility-acceptability-and-preliminary-efficacy-of-a-low-cost-virtual-reality-based-upper-limb-stroke-rehabilitation-device-a-mixed-methods-study
#16
Alyson Warland, Ioannis Paraskevopoulos, Emmanuel Tsekleves, Jennifer Ryan, Alexander Nowicky, Joanne Griscti, Hannah Levings, Cherry Kilbride
PURPOSE: To establish feasibility, acceptability, and preliminary efficacy of an adapted version of a commercially available, virtual-reality gaming system (the Personalised Stroke Therapy system) for upper-limb rehabilitation with community dwelling stroke-survivors. METHOD: Twelve stroke-survivors (nine females, mean age 58 years, [standard deviation 7.1], median stroke chronicity 42 months [interquartile range 34.7], Motricity index 14-25 for shoulder and elbow) were asked to complete nine, 40-min intervention sessions using two activities on the system over 3 weeks...
April 12, 2018: Disability and Rehabilitation
https://www.readbyqxmd.com/read/29623750/considerations-in-the-diagnosis-and-accelerated-return-to-sport-of-a-professional-basketball-player-with-a-triceps-surae-injury-a-case-report
#17
Philip A Anloague, Donald S Strack
Study Design Case report. Background Acute injuries of the triceps surae and Achilles tendon are common in sports. Rupture of the plantaris tendon can be challenging to diagnose. There is limited evidence detailing the diagnosis, rehabilitation, and accelerated return to sport of elite professional basketball players who have suffered calf injuries. Case Description A 25-year-old male professional basketball player sustained injury to his calf during a professional basketball game. This case report details the presumptive diagnosis, graduated progression of intervention, and return to play of a professional sports person with a likely isolated plantaris tendon tear...
April 6, 2018: Journal of Orthopaedic and Sports Physical Therapy
https://www.readbyqxmd.com/read/29594073/enhancing-working-memory-capacity-in-persian-cochlear-implanted-children-a-clinical-trial-study
#18
Afsaneh Doosti, Maryam Jalalipour, Tayebeh Ahmadi, Seyed Basir Hashemi, Shapour Haghjou, Enayatollah Bakhshi
Introduction: Sensory deprivations such as hearing impairment that affect sensory input have a secondary impact on cognitive functions such as working memory (WM). WM capacity is an important cognitive component that processes language-related activities. Moreover, several studies have shown a deficit in WM in children with a cochlear implant (CI). We aimed to assess the performance of children with CIs in pre- and post-training sessions and compare their scores on a battery of WM tests to investigate the efficacy of a WM training program...
March 2018: Iranian Journal of Otorhinolaryngology
https://www.readbyqxmd.com/read/29578520/mobile-game-based-virtual-reality-program-for-upper-extremity-stroke-rehabilitation
#19
Yoon-Hee Choi, Nam-Jong Paik
Stroke rehabilitation requires repetitive, intensive, goal-oriented therapy. Virtual reality (VR) has the potential to satisfy these requirements. Game-based therapy can promote patients' engagement in rehabilitation therapy as a more interesting and a motivating tool. Mobile devices such as smartphones and tablet PCs can provide personalized home-based therapy with interactive communication between patients and clinicians. In this study, a mobile VR upper extremity rehabilitation program using game applications was developed...
March 8, 2018: Journal of Visualized Experiments: JoVE
https://www.readbyqxmd.com/read/29565694/application-of-commercial-games-for-home-based-rehabilitation-for-people-with-hemiparesis-challenges-and-lessons-learned
#20
Bulmaro A Valdés, Stephanie M N Glegg, Navid Lambert-Shirzad, Andrea N Schneider, Jonathan Marr, Renee Bernard, Keith Lohse, Alison M Hoens, H F Machiel Van der Loos
OBJECTIVE: To identify the factors that influence the use of an at-home virtual rehabilitation gaming system from the perspective of therapists, engineers, and adults and adolescents with hemiparesis secondary to stroke, brain injury, and cerebral palsy. MATERIALS AND METHODS: This study reports on qualitative findings from a study, involving seven adults (two female; mean age: 65 ± 8 years) and three adolescents (one female; mean age: 15 ± 2 years) with hemiparesis, evaluating the feasibility and clinical effectiveness of a home-based custom-designed virtual rehabilitation system over 2 months...
March 22, 2018: Games for Health
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