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https://www.readbyqxmd.com/read/28098503/relationship-between-perceived-competence-and-performance-during-real-and-virtual-motor-tasks-by-children-with-developmental-coordination-disorder
#1
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
#2
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...
January 4, 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
#3
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
#4
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
#5
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...
December 27, 2016: 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
#6
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
#7
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
#8
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
#9
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
#10
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
#11
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
#12
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...
January 2017: 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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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