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https://www.readbyqxmd.com/read/29156493/virtual-reality-for-stroke-rehabilitation
#1
REVIEW
Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Maria Crotty
BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. OBJECTIVES: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity...
November 20, 2017: Cochrane Database of Systematic Reviews
https://www.readbyqxmd.com/read/29155369/virtual-rehabilitation-with-children-challenges-for-clinical-adoption-from-the-field
#2
Stephanie Glegg
Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e...
November 2017: IEEE Pulse
https://www.readbyqxmd.com/read/29154509/technology-assisted-rehabilitation-interventions-following-pediatric-brain-injury
#3
Shari L Wade, Megan E Narad, Emily L Shultz, Brad G Kurowski, Aimee E Miley, Jessica M Aguilar, Anna-Lynne R Adlam
INTRODUCTION: Following traumatic brain injury (TBI), children experience a variety of physical, motor, speech, and cognitive deficits that can have a long-term detrimental impact. The emergence and popularity of new technologies has led to research into the development of various apps, gaming systems, websites, and robotics that might be applied to rehabilitation. The objective of this narrative review was to describe the current literature technologically-assisted interventions for the rehabilitation of motor, neurocognitive, behavioral, and family impairments following pediatric TBI...
November 20, 2017: Journal of Neurosurgical Sciences
https://www.readbyqxmd.com/read/29151360/balancing-the-playing-field-collaborative-gaming-for-physical-training
#4
Michael Mace, Nawal Kinany, Paul Rinne, Anthony Rayner, Paul Bentley, Etienne Burdet
BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs...
November 20, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29138050/a-systematic-review-on-the-effect-of-serious-games-and-wearable-technology-used-in-rehabilitation-of-patients-with-traumatic-bone-and-soft-tissue-injuries
#5
REVIEW
Henriëtte A W Meijer, Maurits Graafland, J Carel Goslings, Marlies P Schijven
OBJECTIVE: To determine the effects on functional outcomes and treatment adherence of wearable technology and serious games (i.e., interactive computer applications with specific purposes useful in the 'real world') currently applied in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, Embase, the Cochrane Library and CINAHL were searched without publication date restrictions for the terms 'wearable', 'serious game', 'videogame' or 'mobile application', and 'rehabilitation', 'exercise therapy' or 'physiotherapy'...
November 11, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29131826/an-interactive-sports-video-game-as-an-intervention-for-rehabilitation-of-community-living-patients-with-schizophrenia-a-controlled-single-blind-crossover-study
#6
Nobuko Shimizu, Tomohiro Umemura, Masahiro Matsunaga, Takayoshi Hirai
Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46...
2017: PloS One
https://www.readbyqxmd.com/read/29126375/a-clinical-survey-about-commercial-games-in-lower-limb-prosthetic-rehabilitation
#7
Bita Imam, William C Miller, Heather C Finlayson, Janice J Eng, Tal Jarus
BACKGROUND: Despite the popularity of commercial games in lower limb prosthetic rehabilitation, data about their prevalence of use as well as therapists' perspectives about these games are still lacking. OBJECTIVES: To learn about the prevalence of use of commercial games in lower limb prosthetic rehabilitation and therapists' perspectives about these games. STUDY DESIGN: Cross-sectional. METHODS: An online survey was sent to physical and occupational therapists across prosthetic rehabilitation facilities in Canada...
November 1, 2017: Prosthetics and Orthotics International
https://www.readbyqxmd.com/read/29124974/media-portrayal-of-elite-athletes-with-disability-a-systematic-review
#8
Leanne Rees, Priscilla Robinson, Nora Shields
BACKGROUND: The media plays an important role in shaping society's beliefs about disability and sport. The aim of this systematic review is to identify how elite athletes with disability are portrayed in the media. METHOD: Six electronic databases were searched from 2001 to March 2017 for quantitative or qualitative content analysis of media coverage of elite athletes with disability: SportsDiscus, CINAHL, PsychInfo, Medline 1996-, Embase, and Proquest. Quality assessment and data extraction were performed by two independent assessors...
November 10, 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#9
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29112869/hearing-the-future-of-sensory-rehabilitation
#10
Erika Skoe
A new randomized, double-blind controlled study has found that playing a video game modeled from sensory foraging behavior can improve the aging brain's ability to hear complex signals hidden in background noise.
November 6, 2017: Current Biology: CB
https://www.readbyqxmd.com/read/29104998/ankle-passive-and-active-movement-training-in-children-with-acute-brain-injury-using-a-wearable-robot
#11
Kai Chen, Bo Xiong, Yupeng Ren, Assaf Dvorkin, Deboah Gaebler-Spira, Charles Sisung, Li-Qun Zhang
OBJECTIVE: To evaluate the feasibility and effectiveness of a wearable robotic device in guiding isometric torque generation and passive-active movement training for ankle motor recovery in children with acute brain injury. PARTICIPANTS/SETTING: Ten inpatient children with acute brain injury being treated in a rehabilitation hospital. DESIGN: Daily robot-guided ankle passive-active movement therapy for 15 sessions, including isometric torque generation under real-time feedback, stretch-ing, and active movement training with motivating games using a wearable ankle rehabilitation robot...
October 27, 2017: Journal of Rehabilitation Medicine
https://www.readbyqxmd.com/read/29100855/virtual-rehabilitation-through-nintendo-wii-in-poststroke-patients-follow-up
#12
Adriani A Carregosa, Luan Rafael Aguiar Dos Santos, Marcelo R Masruha, Marília Lira da S Coêlho, Tácia C Machado, Daniele Costa B Souza, Gustavo Luan L Passos, Erika P Fonseca, Nildo Manoel da S Ribeiro, Ailton de Souza Melo
OBJECTIVE: To evaluate in the follow-up the sensory-motor recovery and quality of life patients 2 months after completion of the Nintendo Wii console intervention and determine whether learning retention was obtained through the technique. METHODS: Five hemiplegics patients participated in the study, of whom 3 were male with an average age of 54.8 years (SD = 4.6). Everyone practiced Nintendo Wii therapy for 2 months (50 minutes/day, 2 times/week, during 16 sessions)...
October 31, 2017: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
https://www.readbyqxmd.com/read/29098271/flow-and-grit-by-design-exploring-gamification-in-facilitating-adherence-to-swallowing-therapy
#13
Gabriela Constantinescu, Jana Rieger, Kerry Mummery, William Hodgetts
Purpose: Delivery of swallowing therapy is faced with challenges regarding access to in-clinic services and adherence to prescribed home programs. Mobile health (mHealth) technologies are being developed at a rapid pace to address these difficulties. Whereas some benefits to using these modern tools for therapy are obvious (e.g., electronic reminders), other advantages are not as well understood. One example is the potential for mHealth devices and apps to enhance adherence to treatment regimens...
November 8, 2017: American Journal of Speech-language Pathology
https://www.readbyqxmd.com/read/29097987/multisensory-rehabilitation-training-improves-spatial-perception-in-totally-but-not-partially-visually-deprived-children
#14
Giulia Cappagli, Sara Finocchietti, Gabriel Baud-Bovy, Elena Cocchi, Monica Gori
Since it has been shown that spatial development can be delayed in blind children, focused sensorimotor trainings that associate auditory and motor information might be used to prevent the risk of spatial-related developmental delays or impairments from an early age. With this aim, we proposed a new technological device based on the implicit link between action and perception: ABBI (Audio Bracelet for Blind Interaction) is an audio bracelet that produces a sound when a movement occurs by allowing the substitution of the visuo-motor association with a new audio-motor association...
2017: Frontiers in Integrative Neuroscience
https://www.readbyqxmd.com/read/29092683/motor-performance-of-individuals-with-cerebral-palsy-in-a-virtual-game-using-a-mobile-phone
#15
Juliana Nobre de Paula, Carlos Bandeira de Mello Monteiro, Talita Dias da Silva, Camila Miliani Capelini, Lilian Del Cielo de Menezes, Thais Massetti, James Tonks, Suzanna Watson, Alessandro Hervaldo Nicolai Ré
OBJECTIVES: Cerebral palsy (CP) is a permanent disorder of movement, muscle tone or posture that is caused by damage to the immature and developing brain. Research has shown that Virtual Reality (VR) technology can be used in rehabilitation to support the acquisition of motor skills and the achievement of functional tasks. The aim of this study was to explore for improvements in the performance of individuals with CP with practice in the use of a virtual game on a mobile phone and to compare their performance with that of the control group...
November 1, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/29081870/fun-during-knee-rehabilitation-feasibility-and-acceptability-testing-of-a-new-android-based-training-device
#16
Thomas Sanjay Weber-Spickschen, Christian Colcuc, Alexander Hanke, Jan-Dierk Clausen, Paul Abraham James, Hauke Horstmann
PURPOSE: The initial goals of rehabilitation after knee injuries and operations are to achieve full knee extension and to activate quadriceps muscle. In addition to regular physiotherapy, an android-based knee training device is designed to help patients achieve these goals and improve compliance in the early rehabilitation period. This knee training device combines fun in a computer game with muscular training or rehabilitation. Our aim was to test the feasibility and acceptability of this new device...
2017: Open Medical Informatics Journal
https://www.readbyqxmd.com/read/29072556/a-home-based-telerehabilitation-program-for-patients-with-stroke
#17
Lucy Dodakian, Alison L McKenzie, Vu Le, Jill See, Kristin Pearson-Fuhrhop, Erin Burke Quinlan, Robert J Zhou, Renee Augsberger, Xuan A Tran, Nizan Friedman, David J Reinkensmeyer, Steven C Cramer
BACKGROUND: Although rehabilitation therapy is commonly provided after stroke, many patients do not derive maximal benefit because of access, cost, and compliance. A telerehabilitation-based program may overcome these barriers. We designed, then evaluated a home-based telerehabilitation system in patients with chronic hemiparetic stroke. METHODS: Patients were 3 to 24 months poststroke with stable arm motor deficits. Each received 28 days of telerehabilitation using a system delivered to their home...
October 1, 2017: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/29072042/active-exergames-to-improve-cognitive-functioning-in-neurological-disabilities-a-systematic-review-and-meta-analysis
#18
Gioia Mura, Mauro G Carta, Federica Sancassiani, Sergio Machado, Luca Prosperini
INTRODUCTION: Exergames represent a way to perform physical activity through active video games, serving as potentially useful tool in the field of neurorehabilitation. However, little is known regarding the possible role of exergames in improving cognitive functions in persons suffering from neurological disabilities. EVIDENCE ACQUISITION: A search for relevant articles was carried out on PubMed/Medline, Scopus, PEDro, and Google Scholar. Only randomized controlled studies and non-randomized but controlled studies were retained...
October 25, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29060950/fuzzy-logic-based-mobile-computing-system-for-hand-rehabilitation-after-neurological-injury
#19
Yu-Hsien Chiu, Tien-Wen Chen, Yenming J Chen, Ching-I Su, Kao-Shing Hwang, Wen-Hsien Ho
BACKGROUND: Effective neurological rehabilitation requires long term assessment and treatment. The rapid progress of virtual reality-based assistive technologies and tele-rehabilitation has increased the potential for self-rehabilitation of various neurological injuries under clinical supervision. OBJECTIVE: The objective of this study was to develop a fuzzy inference mechanism for a smart mobile computing system designed to support in-home rehabilitation of patients with neurological injury in the hand by providing an objective means of self-assessment...
October 13, 2017: Technology and Health Care: Official Journal of the European Society for Engineering and Medicine
https://www.readbyqxmd.com/read/29060739/feasibility-of-using-the-rapael-smart-glove-in-upper-limb-physical-therapy-for-patients-after-stroke-a-randomized-controlled-trial
#20
Hee-Tae Jung, Hwan Kim, Jugyeong Jeong, Bomin Jeon, Taekeong Ryu, Yangsoo Kim
We aim to assess the feasibility of using the RAPAEL Smart Glove as an assistive tool for therapists in clinical rehabilitation therapy settings and to investigate if it can be used to improve the motor recovery rate of stroke survivors. Our randomized controlled study involved 13 post-stroke inpatients. An experimental treatment consisted of one 30-minute game-assisted therapy and one 30-minute conventional therapy per day while the control treatment consisted of two 30-minute conventional therapies. Each therapy block consisted of 15 days over a period of 3 weeks...
July 2017: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
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