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https://www.readbyqxmd.com/read/28208682/new-approaches-to-exciting-exergame-experiences-for-people-with-motor-function-impairments
#1
Martina Eckert, Ignacio Gómez-Martinho, Juan Meneses, José-Fernán Martínez
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game...
February 12, 2017: Sensors
https://www.readbyqxmd.com/read/28197341/a-mixed-methods-small-pilot-study-to-describe-the-effects-of-upper-limb-training-using-a-virtual-reality-gaming-system-in-people-with-chronic-stroke
#2
Rachel C Stockley, Deborah A O'Connor, Phil Smith, Sylvia Moss, Lizzie Allsop, Wendy Edge
Introduction. This small pilot study aimed to examine the feasibility of an upper limb rehabilitation system (the YouGrabber) in a community rehabilitation centre, qualitatively explore participant experiences, and describe changes after using it. Methods and Material. Chronic stroke participants attending a community rehabilitation centre in the UK were randomised to either a YouGrabber or a gym group and completed 18 training sessions over 12 weeks. The motor activity log, box and block, and fatigue severity score were administered by a blinded assessor before and after the intervention...
2017: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/28183689/game-based-rehabilitation-for-myoelectric-prosthesis-control
#3
Cosima Prahm, Ivan Vujaklija, Fares Kayali, Peter Purgathofer, Oskar C Aszmann
BACKGROUND: A high number of upper extremity myoelectric prosthesis users abandon their devices due to difficulties in prosthesis control and lack of motivation to train in absence of a physiotherapist. Virtual training systems, in the form of video games, provide patients with an entertaining and intuitive method for improved muscle coordination and improved overall control. Complementary to established rehabilitation protocols, it is highly beneficial for this virtual training process to start even before receiving the final prosthesis, and to be continued at home for as long as needed...
February 9, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28157565/variable-training-does-not-lead-to-better-motor-learning-compared-to-repetitive-training-in-children-with-and-without-dcd-when-exposed-to-active-video-games
#4
Emmanuel Bonney, Dorothee Jelsma, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Little is known about the influence of practice schedules on motor learning and skills transfer in children with and without developmental coordination disorder (DCD). Understanding how practice schedules affect motor learning is necessary for motor skills development and rehabilitation. AIMS: The study investigated whether active video games (exergames) training delivered under variable practice led to better learning and transfer than repetitive practice...
January 31, 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/28135596/will-demography-defeat-river-rehabilitation-efforts-the-case-of-the-river-jordan
#5
REVIEW
Alon Tal
In the age-old debate between technological optimists and pessimists, desalination has been hailed as a "game changer" that can fundamentally alter the dynamics of water management under conditions of scarcity. While water from desalination facilities can reduce uncertainties in municipal supply, they are unlikely to replace the missing flow required to rehabilitate rivers and streams. The Jordan River is an iconic, but highly degraded water body whose restoration has been the subject of extensive research as well as numerous proposals and strategies...
December 30, 2016: Water Research
https://www.readbyqxmd.com/read/28132042/-reasons-and-consequences-of-somatoform-disorders-in-children-and-adolescents
#6
M Khundadze, N Geladze, R Mkheidze, N Khachapuridze, S Bakhtadze
The aim of our study was to find the reason of various forms of somatoform disorders (phobias, behavioral disorders, insomnia, tics, stuttering, enuresis, encopresis) in children and adolescents of various social status for diagnosis and treatment. We have examined 202 patients who referred to our clinic from 2012-2016. The age range was 2-18 years. After examination we have concluded the following recommendations: - to implement neuropsychological rehabilitation in order to stimulate mental development; - to work with speech therapist to improvement the speech; - to work individually with psychotherapist to improve the behavior; - to train the parent to manage the behavior at home; - to give the personal card containing information about exercises, games and puzzles to stimulate the development and in some cases to give individual educational program; - to give separate information to parents and in some cases to teachers of kindergartens and schools...
December 2016: Georgian Medical News
https://www.readbyqxmd.com/read/28116414/cognitive-training-through-mhealth-for-individuals-with-substance-use-disorder
#7
Pedro Gamito, Jorge Oliveira, Paulo Lopes, Rodrigo Brito, Diogo Morais, Cristina Caçoete, André Leandro, Teresa Almeida, Hugo Oliveira
BACKGROUND: Heroin addiction has a negative impact on cognitive functions, and even recovering addicts suffer from cognitive impairment. Recent approaches to cognitive intervention have been taking advantage of what new technologies have to offer. OBJECTIVES: We report a study testing the efficacy of a serious games approach using tablets to stimulate and rehabilitate cognitive functions in recovering addicts. METHODS: A small-scale cognitive training program with serious games was run with a sample of 14 male heroin addicts undergoing a rehabilitation program...
January 24, 2017: Methods of Information in Medicine
https://www.readbyqxmd.com/read/28113559/development-of-an-emg-acc-based-upper-limb-rehabilitation-training-system
#8
Ling Liu, Xiang Chen, Zhiyuan Lu, Shuai Cao, De Wu, Xu Zhang
This paper focuses on the development of an upper limb rehabilitation training system designed for use by children with cerebral palsy (CP). It attempts to meet the requirements of in-home training by taking advantage of the combination of portable accelerometers (ACC) and surface electromyography (SEMG) sensors worn on the upper limb to capture functional movements. In the proposed system, the EMG-ACC acquisition device works essentially as wireless game controller, and three rehabilitation games were designed for improving upper limb motor function under a clinician's guidance...
April 29, 2016: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/28113307/variability-analysis-on-gestures-for-people-with-quadriplegia
#9
Hairong Jiang, Bradley S Duerstock, Juan P Wachs
Gesture-based interfaces have become an effective control modality within the human computer interaction realm to assist individuals with mobility impairments in accessing technologies for daily living to entertainment. Recent studies have shown that gesture-based interfaces in tandem with gaming consoles are being used to complement physical therapies at rehabilitation hospitals and in their homes. Because the motor movements of individuals with physical impairments are different from persons without disabilities, the gesture sets required to operate those interfaces must be customized...
December 26, 2016: IEEE Transactions on Cybernetics
https://www.readbyqxmd.com/read/28098503/relationship-between-perceived-competence-and-performance-during-real-and-virtual-motor-tasks-by-children-with-developmental-coordination-disorder
#10
Batya Engel-Yeger, Rotem Sido, Aviva Mimouni-Bloch, Patrice L Weiss
PURPOSE: (i) To compare children with DCD and typically developing participants via standard motor assessments, two interactive virtual games, measures of physical, social and cognitive self-competence and feedback while playing the virtual games and (ii) To examine the contribution of age and each motor assessment to predict self-competence. METHODS: Participants were 25 boys with DCD and 25 typically developing boys, aged 5-9 years. They completed the M-ABC-2, the Pictorial Scale of Perceived Competence, the 6-Minute Walk Test, and then played the two Kinect games and completed the Short Feedback Questionnaire for Children...
January 18, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28051880/the-effect-of-additional-virtual-reality-training-on-balance-in-children-with-cerebral-palsy-after-lower-limb-surgery-a-feasibility-study
#11
Pieter Meyns, Liene Pans, Kaat Plasmans, Lieve Heyrman, Kaat Desloovere, Guy Molenaers
OBJECTIVE: Impaired balance is disabling for children with cerebral palsy (CPc), especially for CPc who recently underwent lower limb surgery. Positive results of using virtual reality (VR) in balance rehabilitation have been published in several outpatient populations. We investigated the feasibility of applying additional VR training focused on sitting balance in CP inpatients of a rehabilitation center after lower limb surgery. Additionally, we investigated the rate of enjoyment of VR training compared with conventional physiotherapy...
February 2017: Games for Health
https://www.readbyqxmd.com/read/28033958/balance-improvement-after-physical-therapy-training-using-specially-developed-serious-games-for-cerebral-palsy-children-preliminary-results
#12
Bruno Bonnechère, Lubos Omelina, Bart Jansen, Serge Van Sint Jan
PURPOSE: Cerebral palsy (CP) leads to various clinical signs mainly induced by muscle spasticity and muscle weakness. Among these ones impaired balance and posture are very common. Traditional physical therapy exercise programs are focusing on this aspect, but it is difficult to motivate patients to regularly perform these exercises, especially at home without therapist supervision. Specially developed serious games (SG) could therefore be an interesting option to motivate children to perform specific exercise for balance improvement...
February 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/28029063/computerized-physical-activity-training-for-persons-with-severe-mental-illness-experiences-from-a-communal-supported-housing-project
#13
Amanda Lundvik Gyllensten, Karl-Anton Forsberg
PURPOSE: To study the effectiveness of Exergames in communal psychiatry for persons with severe mental illness, a randomized cluster study was performed. The hypothesis was to increase physical activity habits to improve somatic health. To identify factors promoting or impeding the use of the Exergames. METHODS: Assessments of BMI, blood pressure, physical fitness, SF36, GAF and social interactions were studied at baseline and 10 months. An integrated methods design using content analysis of focus group interviews was integrated with a statistical analysis...
December 28, 2016: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28026984/examining-changes-to-center-of-pressure-during-the-first-trials-of-wii-gameplay
#14
Rebecca Reed-Jones, Laura Carvalho, Chelsey Sanderson, William Montelpare, Nicholas Murray, Douglas Powell
OBJECTIVE: Use of the Nintendo Wii™ as a balance assessment and rehabilitation tool continues to grow. One advantage of the Wii is that games can serve as a virtual reality training tool; however, a disadvantage of the Wii is the human-machine interface and the learning effect over multiple trials. The purpose of this study was to assess changes in postural control during Wii gameplay over a series of trials in novice players. MATERIALS AND METHODS: Thirty-one university athletes (aged 18-25 years) completed four trials of the Nintendo Wii Fit™ soccer heading (SH) balance game...
February 2017: Games for Health
https://www.readbyqxmd.com/read/27999726/acute-tearing-of-the-oblique-abdominal-wall-insertion-onto-the-iliac-crest-in-an-australian-football-player-a-case-report
#15
Myles Murphy, Marshall Stockden, Bill Breidahl
BACKGROUND: Tears of the abdominal obliques have previously been reported in the vicinity of the lower ribs but they have not been reported in the vicinity of the iliac crest. The purpose of this case report is to describe the mechanism of injury and diagnosis of a distal abdominal oblique tear and subsequent rehabilitation programming. CASE DESCRIPTION: A 21-year-old male Australian football player experienced acute right-sided abdominal pain during a game while performing a commonly executed rotation skill...
December 2016: International Journal of Sports Physical Therapy
https://www.readbyqxmd.com/read/27960603/elderly-people-s-perceptions-of-using-wii-sports-bowling-a-qualitative-study
#16
Fredrik Glännfjord, Helena Hemmingsson, Åsa Larsson Ranada
The Nintendo Wii is a gaming console with motion-sensitive controls that is making inroads into health care and rehabilitation. However, there is still limited knowledge on how elderly people perceive the use of such a product. The aim of this study was to examine how the use of the Wii Sports Bowling in an activity group was perceived by elderly people. The data consisted of observations and interviews with participants who used Wii Sports Bowling and was analysed with content analysis. The findings are described in three themes; 'The use of the Wii Sports game', 'Engagement in the game' and 'Social interaction around the activity'...
December 14, 2016: Scandinavian Journal of Occupational Therapy
https://www.readbyqxmd.com/read/27958279/brain-training-with-video-games-in-covert-hepatic-encephalopathy
#17
Jasmohan S Bajaj, Vishwadeep Ahluwalia, Leroy R Thacker, Andrew Fagan, Edith A Gavis, Michael Lennon, Douglas M Heuman, Michael Fuchs, James B Wade
Despite the associated adverse outcomes, pharmacologic intervention for covert hepatic encephalopathy (CHE) is not the standard of care. We hypothesized that a video game-based rehabilitation program would improve white matter integrity and brain connectivity in the visuospatial network on brain magnetic resonance imaging (MRI), resulting in improved cognitive function in CHE subjects on measures consistent with the cognitive skill set emphasized by the two video games (e.g., IQ Boost-visual working memory, and Aim and Fire Challenge-psychomotor speed), but also generalize to thinking skills beyond the focus of the cognitive training (Hopkins verbal learning test (HVLT)-verbal learning/memory) and improve their health-related quality of life (HRQOL)...
December 13, 2016: American Journal of Gastroenterology
https://www.readbyqxmd.com/read/27957404/effects-of-real-world-versus-virtual-environments-on-joint-excursions-in-full-body-reaching-tasks
#18
James S Thomas, Christopher R France, Samuel T Leitkam, Megan E Applegate, Peter E Pidcoe, Stevan Walkowski
Starting from an upright standing posture and reaching for a target that requires some forward bending of the trunk can involve many different configurations of the trunk and limb segments. We sought to determine if configurations of the limb and trunk segments during our standardized full-body reaching tasks were influenced by the visual environment. This paper examined movement patterns of healthy participants ([Formula: see text], eight female and nine male) performing full body reaching tasks to: 1) real-world targets; 2) virtual targets presented on a 3-D television; and 3) virtual targets presented using a head-mounted display...
2016: IEEE Journal of Translational Engineering in Health and Medicine
https://www.readbyqxmd.com/read/27939260/the-effects-of-active-video-games-on-patients-rehabilitative-outcomes-a-meta-analysis
#19
REVIEW
Zachary Pope, Nan Zeng, Zan Gao
A meta-analysis on Active Video Games (AVG) as a rehabilitative tool does not appear to be available. This meta-analytic review synthesizes the effectiveness of AVGs on patients' rehabilitative outcomes. Ninety-eight published studies on AVGs and rehabilitation were obtained in late 2015 with 14 meeting the following inclusion criteria: 1) data-based English articles; 2) randomized-controlled trials investigating AVG's effect on rehabilitative outcome(s); and 3) ≥1 comparison present in each study. Data extraction for comparisons was completed for three age categories: 1) youth/young adults (5-25years-old); 2) middle-aged adults (40-65years-old); and 3) older adults (≥65years-old)...
December 6, 2016: Preventive Medicine
https://www.readbyqxmd.com/read/27913796/a-randomized-controlled-trial-of-assisted-intention-monitoring-for-the-rehabilitation-of-executive-impairments-following-acquired-brain-injury
#20
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
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