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Rehabilitation games

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
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
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
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
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
Erika Pedreira da Fonseca, Nildo Manoel Ribeiro da Silva, Elen Beatriz Pinto
OBJECTIVES: The study aimed to check the therapeutic effect of virtual reality associated with conventional physiotherapy on gait balance and the occurrence of falls after a stroke. METHODS: This was a randomized, blinded clinical trial conducted with post-stroke patients, randomized into two groups-treatment group and control group-and subjected to balance assessments by the Dynamic Gait Index and investigation of falls before and after 20 intervention sessions...
September 29, 2016: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
David B Salisbury, Thomas D Parsons, Kimberley R Monden, Zina Trost, Simon J Driver
Purpose/Objective: To investigate the feasibility of brain-computer interface (BCI) with patients on an inpatient spinal cord injury (SCI) unit. Research Method/Design: This study included 25 participants aged 18-64 who sustained traumatic or nontraumatic SCI and did not have severe cognitive or psychiatric impairment. Participants completed a variety of screening measures related to cognition, psychological disposition, pain, and technology experience/interest. The Emotiv electroencephalography system was used in conjunction with a cube rotation and manipulation game presented on a laptop computer...
September 29, 2016: Rehabilitation Psychology
Nicolas Roche
OPINION/FEEDBACK/INTRODUCTION: Stroke is the greatest cause of morbidity in industrialised countries and the third cause of mortality (50,000 deaths per year). The annual incidence is around 300 per 100,000 inhabitants, equivalent to 150,000 new cases each year in France. Around half of survivors are left with some disability as a result of multiple impairments including motor impairments with a loss of strength, stereotyped movements, and changes in muscle tone and limitations in activities...
September 2016: Annals of Physical and Rehabilitation Medicine
Catherine Montaut, Xavier Gamé, Xavier de Boissezon, Philippe Marque, Evelyne Castel-Lacanal
OBJECTIVE: Lower urinary tract dysfunctions (LUTD) are very common in neurological diseases. TENS is a therapeutic alternative in the treatment of urinary and pelvic perineal symptoms, whose effectiveness has been proven in multiple sclerosis. Evaluate the benefits of treatment with TENS (U3 program) in clinical practice for neurological lower urinary tract dysfunctions (LUTD), incompletely controlled by the usual pharmacological treatment, on urinary symptoms and quality of life. MATERIALS/PATIENTS AND METHODS: We performed a cohort, and prospective study, between June 2014 and September 2015 in the Physical Medicine and Rehabilitation Service in CHU Toulouse, Rangueil...
September 2016: Annals of Physical and Rehabilitation Medicine
Chien-Hua Huang, Chun Pei, Tien-Lung Sun
BACKGROUND: Numerous studies have confirmed the feasibility of active video games for clinical rehabilitation. To maximize training effectiveness, a personal program is necessary; however, little evidence is available to guide individualized game design for rehabilitation. This study assessed the perspectives and kinematic and temporal parameters of a participant's postural control in an interactive-visual virtual environment. METHODS: Twenty-four healthy participants performed one-leg standing by leg lifting when a posture frame appeared either in a first- or third-person perspective of a virtual environment...
2016: PloS One
James S Thomas, Christopher R France, Megan E Applegate, Samuel T Leitkam, Peter E Pidcoe, Stevan Walkowski
BACKGROUND: Virtual reality (VR) interventions hold great potential for rehabilitation as commercial systems are becoming more affordable and can be easily applied to both clinical and home settings. OBJECTIVE: In this study, we sought to determine how differences in the VR display type can influence motor behavior, cognitive load, and participant engagement. METHODS: Movement patterns of 17 healthy young adults (8 female, 9 male) were examined during games of Virtual Dodgeball presented on a three-dimensional television (3DTV) and a head-mounted display (HMD)...
2016: JMIR Serious Games
Wan-Chen Lee, Miriam C Reyes-Fernández, Rubén Posada-Gómez, Ulises Juárez-Martínez, Albino Martínez-Sibaja, Giner Alor-Hernández
[Purpose] The purposes of this study were to evaluate whether the therapeutic games developed by the study team are significantly effective for upper limb rehabilitation of patients with cerebral palsy and to assess the development of the games and the evolution of patients throughout the therapy sessions. [Subjects and Methods] This study demonstrates the results of using therapeutic games in patients with infantile cerebral palsy. The therapies were performed in 30-minute sessions for about 1 to 4 months...
August 2016: Journal of Physical Therapy Science
Luis D Lledó, Jorge A Díez, Arturo Bertomeu-Motos, Santiago Ezquerro, Francisco J Badesa, José M Sabater-Navarro, Nicolás García-Aracil
Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics...
2016: Frontiers in Aging Neuroscience
Levent Özgönenel, Sultan Çağırıcı, Murat Çabalar, Gülis Durmuşoğlu
BACKGROUND: Parkinson's disease (PD) predisposes to falls due to postural instability and decreased coordination. Postural and coordination exercises could ameliorate the incoordination and decrease falls. AIMS: In this study, we explored the efficiency of a game console as an adjunct to an exercise program in treating incoordination in patients with PD. STUDY DESIGN: Case-control study. METHODS: In this single-blind, prospective clinical trial, rehabilitation with the Xbox (Microsoft; Washington, USA) game console was used as an adjunct to a standard rehabilitation program...
July 2016: Balkan Medical Journal
Tim Bauerle, Michael J Brnich, Jason Navoyski
PURPOSE: - This paper aims to contribute to a general understanding of mental practice by investigating the utility of and participant reaction to a virtual reality maintenance training among underground coal mine first responders. DESIGN/METHODOLOGY/APPROACH: - Researchers at the National Institute for Occupational Safety and Health's Office of Mine Safety and Health Research (OMSHR) developed software to provide opportunities for mine rescue team members to learn to inspect, assemble and test their closed-circuit breathing apparatus and to practice those skills...
2016: J Workplace Learn
Fabiana Rita Camara Machado, Priscilla Pereira Antunes, Jandara De Moura Souza, Antônio Cardoso Dos Santos, Daniela Centenaro Levandowski, Alcyr Alves De Oliveira
The authors aimed to investigate the effects of an intervention based on interactive game set with the movement sensor Kinect on children with cerebral palsy (CP). Twenty-eight participants were recruited. Their age was between 3 and 12 years old, and rated as level I, II, or III on the Gross Motor Function Classification System. They played two games from the Xbox 360 Kinect system and were evaluated using the Gross Motor Function Measure (GMFM) after a period of 8 weeks. The intervention led to significant motor function improvement as increase of the global scores on the GMFM (p < ...
September 3, 2016: Journal of Motor Behavior
Michael Neal, Neil Fleming, Lindsey Eberman, Kenneth Games, Jeremiah Vaughan
Study Design Controlled laboratory study. Background Body-weight-support (BWS) running is increasing in popularity, despite limited evidence of its effects on running mechanics. Objectives To determine the effect of increasing BWS on lower-limb biomechanics during lower-body positive-pressure (LBPP) treadmill running. Methods Fourteen male recreational runners completed 15 randomized trials on an LBPP treadmill at 5 levels of BWS and 3 velocities (1-minute trials with 3-minute recovery). Knee and ankle kinematic data were recorded continuously via electrogoniometry...
September 2016: Journal of Orthopaedic and Sports Physical Therapy
Winai Chonnaparamutt, Witsarut Supsi
SEFRE (Shoulder-Elbow-Forearm Robotics Economic) rehabilitation system is presented in this paper. SEFRE Rehab System is composed of a robotic manipulator and an exoskeleton, so-called Forearm Supportive Mechanism (FSM). The controller of the system is developed as the Master PC consisting of five modules, that is, Intelligent Control (IC), Patient Communication (PC), Training with Game (TG), Progress Monitoring (PM), and Patient Supervision (PS). These modules support a patient to exercise with SEFRE in six modes, that is, Passive, Passive Stretching, Passive Guiding, Initiating Active, Active Assisted, and Active Resisted...
2016: Applied Bionics and Biomechanics
Ludger van Dijk, Corry K van der Sluis, Hylke W van Dijk, Raoul M Bongers
Video games that aim to improve myoelectric control (myogames) are gaining popularity and are often part of the rehabilitation process following an upper limb amputation. However, direct evidence for their effect on prosthetic skill is limited. This study aimed to determine whether and how myogaming improves EMG control and whether performance improvements transfer to a prosthesis-simulator task. Able-bodied right-handed participants (N = 28) were randomly assigned to 1 of 2 groups. The intervention group was trained to control a video game (Breakout-EMG) using the myosignals of wrist flexors and extensors...
2016: PloS One
Paul A Byrne, Graeme P Hopper, William T Wilson, Gordon M Mackay
Rupture of the Achilles tendon is an increasingly common injury, particularly in physically active males, and current evidence favors minimally invasive surgical repair. We describe the case of a 36-year-old male elite bobsled athlete with complete rupture of the Achilles tendon. He was treated with surgical repair of the ruptured tendon using an innovative, minimally invasive procedure based on an internal bracing concept and was able to undergo early mobilization and aggressive physiotherapy rehabilitation...
August 20, 2016: Journal of Foot and Ankle Surgery: Official Publication of the American College of Foot and Ankle Surgeons
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