keyword
MENU ▼
Read by QxMD icon Read
search

Rehabilitation games

keyword
https://www.readbyqxmd.com/read/27913796/a-randomized-controlled-trial-of-assisted-intention-monitoring-for-the-rehabilitation-of-executive-impairments-following-acquired-brain-injury
#1
Fergus Gracey, Jessica E Fish, Eve Greenfield, Andrew Bateman, Donna Malley, Gemma Hardy, Jessica Ingham, Jonathan J Evans, Tom Manly
BACKGROUND: Acquired brain injury (ABI) can impair executive function, impeding planning and attainment of intentions. Research shows promise for some goal-management rehabilitation interventions. However, evidence that alerts assist monitoring and completion of day-to-day intentions is limited. OBJECTIVE: To examine the efficacy of brief goal-directed rehabilitation paired with periodic SMS text messages designed to enhance executive monitoring of intentions (assisted intention monitoring [AIM])...
December 2, 2016: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/27913628/kinect-system-in-home-based-cardiovascular-rehabilitation
#2
Ágata Vieira, Joaquim Gabriel, Cristina Melo, Jorge Machado
Cardiovascular diseases lead to a high consumption of financial resources. An important part of the recovery process is the cardiovascular rehabilitation. This study aimed to present a new cardiovascular rehabilitation system to 11 outpatients with coronary artery disease from a Hospital in Porto, Portugal, later collecting their opinions. This system is based on a virtual reality game system, using the Kinect sensor while performing an exercise protocol which is integrated in a home-based cardiovascular rehabilitation programme, with a duration of 6 months and at the maintenance phase...
December 1, 2016: Proceedings of the Institution of Mechanical Engineers. Part H, Journal of Engineering in Medicine
https://www.readbyqxmd.com/read/27904518/testing-the-feasibility-and-safety-of-the-nintendo-wii-gaming-console-in-orthopedic-rehabilitation-a-pilot-randomized-controlled-study
#3
Andreas Ficklscherer, Jonas Stapf, Kay Michael Meissner, Thomas Niethammer, Matthias Lahner, Markus Wagenhäuser, Peter E Müller, Matthias F Pietschmann
INTRODUCTION: The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. MATERIAL AND METHODS: A prospective, randomized, controlled study comparing standard physiotherapy vs. standard physiotherapy plus game console training (Wii group) in patients having anterior cruciate ligament (ACL) repair or knee arthroplasty was conducted...
December 1, 2016: Archives of Medical Science: AMS
https://www.readbyqxmd.com/read/27885161/a-rehabilitation-internet-of-things-in-the-home-to-augment-motor-skills-and-exercise-training
#4
Bruce H Dobkin
Although motor learning theory has led to evidence-based practices, few trials have revealed the superiority of one theory-based therapy over another after stroke. Nor have improvements in skills been as clinically robust as one might hope. We review some possible explanations, then potential technology-enabled solutions. Over the Internet, the type, quantity, and quality of practice and exercise in the home and community can be monitored remotely and feedback provided to optimize training frequency, intensity, and progression at home...
November 23, 2016: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/27881124/effects-of-variable-practice-on-the-motor-learning-outcomes-in-manual-wheelchair-propulsion
#5
Marika T Leving, Riemer J K Vegter, Sonja de Groot, Lucas H V van der Woude
BACKGROUND: Handrim wheelchair propulsion is a cyclic skill that needs to be learned during rehabilitation. It has been suggested that more variability in propulsion technique benefits the motor learning process of wheelchair propulsion. The purpose of this study was to determine the influence of variable practice on the motor learning outcomes of wheelchair propulsion in able-bodied participants. Variable practice was introduced in the form of wheelchair basketball practice and wheelchair-skill practice...
November 23, 2016: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/27874500/rehabilitation-in-multiple-sclerosis-the-role-of-tele-rehabilitation-gaming
#6
Mathias Mäurer
No abstract text is available yet for this article.
December 2016: Neurodegenerative Disease Management
https://www.readbyqxmd.com/read/27867508/a-feasibility-study-to-determine-the-benefits-of-upper-extremity-virtual-rehabilitation-therapy-for-coping-with-chronic-pain-post-cancer-surgery
#7
Gregory House, Grigore Burdea, Namrata Grampurohit, Kevin Polistico, Doru Roll, Frank Damiani, Jasdeep Hundal, Didier Demesmin
BACKGROUND: Persistent pain in shoulder and arm following post-surgical breast cancer treatment can lead to cognitive and physical deficits. Depression is also common in breast cancer survivors. Virtual reality therapy with integrative cognitive and physical rehabilitation has not been clinically trialed for this population. The novel BrightArm Duo technology improved cognition and upper extremity (UE) function for other diagnoses and has great potential to benefit individuals coping with post-surgical breast cancer pain...
November 2016: British Journal of Pain
https://www.readbyqxmd.com/read/27864778/a-serious-games-platform-for-cognitive-rehabilitation-with-preliminary-evaluation
#8
Paula Alexandra Rego, Rui Rocha, Brígida Mónica Faria, Luís Paulo Reis, Pedro Miguel Moreira
In recent years Serious Games have evolved substantially, solving problems in diverse areas. In particular, in Cognitive Rehabilitation, Serious Games assume a relevant role. Traditional cognitive therapies are often considered repetitive and discouraging for patients and Serious Games can be used to create more dynamic rehabilitation processes, holding patients' attention throughout the process and motivating them during their road to recovery. This paper reviews Serious Games and user interfaces in rehabilitation area and details a Serious Games platform for Cognitive Rehabilitation that includes a set of features such as: natural and multimodal user interfaces and social features (competition, collaboration, and handicapping) which can contribute to augment the motivation of patients during the rehabilitation process...
January 2017: Journal of Medical Systems
https://www.readbyqxmd.com/read/27857638/changes-in-muscle-spasticity-in-patients-with-cerebral-palsy-after-spinal-manipulation-case-series
#9
Oleh Kachmar, Taras Voloshyn, Mykhailo Hordiyevych
OBJECTIVE: The purpose of this case series was to report quantitative changes in wrist muscle spasticity in children with cerebral palsy after 1 spinal manipulation (SM) and a 2-week course of treatment. METHODS: Twenty-nine patients, aged 7 to 18 years, with spastic forms of cerebral palsy and without fixed contracture of the wrist, were evaluated before initiation of treatment, after 1 SM, and at the end of a 2-week course of treatment. Along with daily SM, the program included physical therapy, massage, reflexotherapy, extremity joint mobilization, mechanotherapy, and rehabilitation computer games for 3 to 4 hours' duration...
December 2016: Journal of Chiropractic Medicine
https://www.readbyqxmd.com/read/27854288/a-new-multi-sensor-fusion-scheme-to-improve-the-accuracy-of-knee-flexion-kinematics-for-functional-rehabilitation-movements
#10
Halim Tannous, Dan Istrate, Aziz Benlarbi-Delai, Julien Sarrazin, Didier Gamet, Marie Christine Ho Ba Tho, Tien Tuan Dao
Exergames have been proposed as a potential tool to improve the current practice of musculoskeletal rehabilitation. Inertial or optical motion capture sensors are commonly used to track the subject's movements. However, the use of these motion capture tools suffers from the lack of accuracy in estimating joint angles, which could lead to wrong data interpretation. In this study, we proposed a real time quaternion-based fusion scheme, based on the extended Kalman filter, between inertial and visual motion capture sensors, to improve the estimation accuracy of joint angles...
November 15, 2016: Sensors
https://www.readbyqxmd.com/read/27846366/wii-based-interactive-video-games-as-a-supplement-to-conventional-therapy-for-rehabilitation-of-children-with-cerebral-palsy-a-pilot-randomized-controlled-trial
#11
Jane Elizabeth Sajan, Judy Ann John, Pearlin Grace, Sneha Sara Sabu, George Tharion
OBJECTIVE: To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). DESIGN: Randomized, controlled, assessor-blinded study. PARTICIPANTS: Children with CP; 10 children each in the control and intervention groups. INTERVENTION: IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks...
November 15, 2016: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/27829967/does-virtual-reality-based-kinect-dance-training-paradigm-improve-autonomic-nervous-system-modulation-in-individuals-with-chronic-stroke
#12
Luciana Maria Malosá Sampaio, Savitha Subramaniam, Ross Arena, Tanvi Bhatt
BACKGROUND: Physical inactivity and low resting heart rate variability (HRV) are associated with an increased cardiovascular deconditioning, risk of secondary stroke and mortality. Aerobic dance is a multidimensional physical activity and recent research supports its application as a valid alternative cardiovascular training. Furthermore, technological advances have facilitated the emergence of new approaches for exercise training holding promise, especially those methods that integrate rehabilitation with virtual gaming...
October 2016: Journal of Vascular and Interventional Neurology
https://www.readbyqxmd.com/read/27793071/self-training-to-improve-ue-function-at-the-chronic-stage-post-stroke-a-pilot-randomized-controlled-trial
#13
Debbie Rand, Harold Weingarden, Ronit Weiss, Anat Yacoby, Shlomit Reif, Rachel Malka, David Andrew Shiller, Gabi Zeilig
BACKGROUND AND PURPOSE: On-going practice and use of the weaker upper extremity (UE) are important for maintaining and improving function in individuals with chronic stroke. The effectiveness of two self-training programs for UE function and daily-use was compared. METHODS: In this pilot, single-blinded clinical trial, individuals with chronic stroke were randomized to video-games or traditional self-training (1-hour/day, 6-times/week, 5 weeks). Assessments were performed pre-intervention (an average of two assessments), post-intervention, and at 4-week follow-up...
October 28, 2016: Disability and Rehabilitation
https://www.readbyqxmd.com/read/27782022/interactive-games-for-home-delivery-of-exercise-and-rehabilitation-interventions-for-older-adults-an-australian-perspective
#14
Stuart Trevor Smith, Marie-Louise Bird
Over the past few decades there has been a wealth of published scientific evidence for the physical, cognitive and social health-related benefits of increased physical activity, especially in older adults and people living with chronic disease. Despite the clear evidence base demonstrating the health-related benefits of physical activity, uptake and adherence is often disappointing. Therefore, methods for remote delivery of guided exercise programs are required, both to maximise the reach of physical activity promotion initiatives and programs across the older community and to minimise attrition once people begin to be physically active...
2016: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/27782011/reviewing-the-evidence-in-pursuit-of-a-framework-for-parkinson-disease-rehabilitation-with-games
#15
Aslihan Tece Bayrak, Burkhard Wünsche, Christof Lutteroth
Exercise gaming has been receiving a significant interest from both consumers and researchers. Be it for the purposes of weight loss, physical fitness or even just enjoyment, the potential of games to support rehabilitation has also been under investigation for a while. Due to our aging society, game based therapies could be a solution for optimizing resources and reducing rehabilitation costs. This paper aims to discuss the potential capacity of games as systems to enhance the relation of physical exercise and cognition for the rehabilitation of Parkinson Disease...
2016: Studies in Health Technology and Informatics
https://www.readbyqxmd.com/read/27769844/modifying-kinect-placement-to-improve-upper-limb-joint-angle-measurement-accuracy
#16
Na Jin Seo, Mojtaba F Fathi, Pilwon Hur, Vincent Crocher
STUDY DESIGN: Repeated measures. INTRODUCTION: The Kinect (Microsoft, Redmond, WA) is widely used for telerehabilitation applications including rehabilitation games and assessment. PURPOSE OF THE STUDY: To determine effects of the Kinect location relative to a person on measurement accuracy of upper limb joint angles. METHODS: Kinect error was computed as difference in the upper limb joint range of motion (ROM) during target reaching motion, from the Kinect vs 3D Investigator Motion Capture System (NDI, Waterloo, Ontario, Canada), and compared across 9 Kinect locations...
October 18, 2016: Journal of Hand Therapy: Official Journal of the American Society of Hand Therapists
https://www.readbyqxmd.com/read/27766085/corrigendum-adhd-rehabilitation-through-video-gaming-a-systematic-review-using-prisma-guidelines-of-the-current-findings-and-the-associated-risk-of-bias
#17
Thiago Strahler Rivero, Lina Maria Herrera Núñez, Emmy Uehara Pires, Orlando Francisco Amodeo Bueno
[This corrects the article on p. 151 in vol. 6, PMID: 26557098.].
2016: Frontiers in Psychiatry
https://www.readbyqxmd.com/read/27736221/lead-poisoning-due-to-lead-pellet-ingestion-in-griffon-vultures-gyps-fulvus-from-the-iberian-peninsula
#18
Manuela A Carneiro Dvm, Paula A Oliveira, Ricardo Brandão, Olga Nicolas Francisco, Roser Velarde, Santiago Lavín, Bruno Colaço
Avian scavengers that typically include game birds and mammals in their diets are at risk of lead poisoning from ingestion of carcasses with fragmented or residual lead ammunition that is used in hunting. Thus, lead may be one of the threats that the griffon vulture ( Gyps fulvus ) faces in the Iberian Peninsula and particularly in Portugal, where their conservation status is considered to be near-threatened. This is the first report that details 3 cases of lead poisoning, associated with the ingestion of lead shot, in adult female griffon vultures found in the Iberian Peninsula...
September 2016: Journal of Avian Medicine and Surgery
https://www.readbyqxmd.com/read/27706248/democratizing-neurorehabilitation-how-accessible-are-low-cost-mobile-gaming-technologies-for-self-rehabilitation-of-arm-disability-in-stroke
#19
Paul Rinne, Michael Mace, Tagore Nakornchai, Karl Zimmerman, Susannah Fayer, Pankaj Sharma, Jean-Luc Liardon, Etienne Burdet, Paul Bentley
Motor-training software on tablets or smartphones (Apps) offer a low-cost, widely-available solution to supplement arm physiotherapy after stroke. We assessed the proportions of hemiplegic stroke patients who, with their plegic hand, could meaningfully engage with mobile-gaming devices using a range of standard control-methods, as well as by using a novel wireless grip-controller, adapted for neurodisability. We screened all newly-diagnosed hemiplegic stroke patients presenting to a stroke centre over 6 months...
2016: PloS One
https://www.readbyqxmd.com/read/27702737/usability-evaluation-methods-for-gesture-based-games-a-systematic-review
#20
Fernando Winckler Simor, Manoela Rogofski Brum, Jaison Dairon Ebertz Schmidt, Rafael Rieder, Ana Carolina Bertoletti De Marchi
BACKGROUND: Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. OBJECTIVE: This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability...
October 4, 2016: JMIR Serious Games
keyword
keyword
36673
1
2
Fetch more papers »
Fetching more papers... Fetching...
Read by QxMD. Sign in or create an account to discover new knowledge that matter to you.
Remove bar
Read by QxMD icon Read
×

Search Tips

Use Boolean operators: AND/OR

diabetic AND foot
diabetes OR diabetic

Exclude a word using the 'minus' sign

Virchow -triad

Use Parentheses

water AND (cup OR glass)

Add an asterisk (*) at end of a word to include word stems

Neuro* will search for Neurology, Neuroscientist, Neurological, and so on

Use quotes to search for an exact phrase

"primary prevention of cancer"
(heart or cardiac or cardio*) AND arrest -"American Heart Association"