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https://www.readbyqxmd.com/read/29155369/virtual-rehabilitation-with-children-challenges-for-clinical-adoption-from-the-field
#1
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/29136031/quantification-of-the-sit-to-stand-movement-for-monitoring-age-related-motor-deterioration-using-the-nintendo-wii-balance-board
#2
Go Yamako, Etsuo Chosa, Koji Totoribe, Yuu Fukao, Gang Deng
Simple methods for quantitative evaluations of individual motor performance are crucial for the early detection of motor deterioration. Sit-to-stand movement from a chair is a mechanically demanding component of activities of daily living. Here, we developed a novel method using the ground reaction force and center of pressure measured from the Nintendo Wii Balance Board to quantify sit-to-stand movement (sit-to-stand score) and investigated the age-related change in the sit-to-stand score as a method to evaluate reduction in motor performance...
2017: PloS One
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
#3
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
#4
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/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#5
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/29106827/high-tech-low-cost-the-growing-place-of-wii-in-rehabilitation
#6
EDITORIAL
Emmanuel Coudeyre
No abstract text is available yet for this article.
November 2017: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/29100855/virtual-rehabilitation-through-nintendo-wii-in-poststroke-patients-follow-up
#7
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/29099091/device-free-passive-identity-identification-via-wifi-signals
#8
Jiguang Lv, Wu Yang, Dapeng Man
Device-free passive identity identification attracts much attention in recent years, and it is a representative application in sensorless sensing. It can be used in many applications such as intrusion detection and smart building. Previous studies show the sensing potential of WiFi signals in a device-free passive manner. It is confirmed that human's gait is unique from each other similar to fingerprint and iris. However, the identification accuracy of existing approaches is not satisfactory in practice. In this paper, we present Wii, a device-free WiFi-based Identity Identification approach utilizing human's gait based on Channel State Information (CSI) of WiFi signals...
November 2, 2017: Sensors
https://www.readbyqxmd.com/read/29060803/analysis-of-muscle-activation-in-lower-extremity-for-static-balance
#9
Kingshuk Chakravarty, Debatri Chatterjee, Rajat Kumar Das, Soumya Ranjan Tripathy, Aniruddha Sinha
Balance plays an important role for human bipedal locomotion. Degeneration of balance control is prominent in stroke patients, elderly adults and even for majority of obese people. Design of personalized balance training program, in order to strengthen muscles, requires the analysis of muscle activation during an activity. In this paper we have proposed an affordable and portable approach to analyze the relationship between the static balance strategy and activation of various lower extremity muscles. To do that we have considered Microsoft Kinect XBox 360 as a motion sensing device and Wii balance board for measuring external force information...
July 2017: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
https://www.readbyqxmd.com/read/29055242/the-efficacy-of-two-activity-based-interventions-in-adolescents-with-developmental-coordination-disorder
#10
Emmanuel Bonney, Gillian Ferguson, Bouwien Smits-Engelsman
BACKGROUND: Adolescents with Developmental Coordination Disorder (DCD) usually experience psychomotor difficulties that affect their participation in everyday tasks and sports. Without effective intervention, adolescents show persistent motor deficits through adulthood. It is therefore critical to develop interventions to address the specific needs of this population. Studies evaluating the impact of motor interventions among adolescents with DCD are limited. AIM: The study evaluated the efficacy of two activity-based motor interventions in female adolescents with DCD...
December 2017: Research in Developmental Disabilities
https://www.readbyqxmd.com/read/29054749/men-with-unilateral-achilles-tendinopathy-have-impaired-balance-on-the-symptomatic-side
#11
M Scholes, S Stadler, D Connell, C Barton, R A Clarke, A L Bryant, P Malliaras
OBJECTIVES: To investigate single leg standing balance in males with mid-portion Achilles tendinopathy (AT). DESIGN: Cross sectional case study. METHODS: Centre of pressure (COP) path length was measured using a Wii Balance Board (WBB) in 21 male participants (20-60 years) with unilateral mid-portion AT during single-limb standing on each limb with eyes open and closed. Ultrasound imaging of both Achilles tendons was also performed by one blinded assessor, and the anteroposterior (AP) thickness and presence of pathology was determined...
October 6, 2017: Journal of Science and Medicine in Sport
https://www.readbyqxmd.com/read/29045949/effectiveness-of-a-home-based-active-video-game-programme-in-young-cystic-fibrosis-patients
#12
Tamara Del Corral, Maria Àngels Cebrià I Iranzo, Ibai López-de-Uralde-Villanueva, Roberto Martínez-Alejos, Isabel Blanco, Jordi Vilaró
BACKGROUND: Exercise-based rehabilitation is already a part of cystic fibrosis (CF) treatment; however, patient adherence is low. OBJECTIVES: To assess the effectiveness of a home exercise programme using active video games (AVGs) as a training modality for children and adolescents with CF. METHODS: Thirty-nine children with CF were randomised to a control group (CG, n = 20, age 11 ± 6 years; FEV1 86.2 ± 20.5% of predicted) or a training group (AVGG, n = 19, age 13 ± 3 years; FEV1 82...
October 19, 2017: Respiration; International Review of Thoracic Diseases
https://www.readbyqxmd.com/read/29028622/virtual-reality-balance-training-for-elderly-similar-skiing-games-elicit-different-challenges-in-balance-training
#13
Aijse W de Vries, Gert Faber, Ilse Jonkers, Jaap H Van Dieen, Sabine M P Verschueren
BACKGROUND: Virtual Reality (VR) balance training may have advantages over regular exercise training in older adults. However, results so far are conflicting potentially due to the lack of challenge imposed by the movements in those games. Therefore, the aim of this study was to assess to which extent two similar skiing games challenge balance, as reflected in center of mass (COM) movements relative to their Functional Limits of Stability (FLOS). METHODS: Thirty young and elderly participants performed two skiing games, one on the Wii Balance board (Wiiski), which uses a force plate, and one with the Kinect sensor (Kinski), which performs motion tracking...
October 5, 2017: Gait & Posture
https://www.readbyqxmd.com/read/29016200/analysis-of-movement-acceleration-of-down-s-syndrome-teenagers-playing-computer-games
#14
Daniela Carrogi-Vianna, Paulo Batista Lopes, Raquel Cymrot, Jefferson Jesus Hengles Almeida, Marcos Lomonaco Yazaki, Silvana Maria Blascovi-Assis
OBJECTIVE: This study aimed to evaluate movement acceleration characteristics in adolescents with Down syndrome (DS) and typical development (TD), while playing bowling and golf videogames on the Nintendo(®) Wii™. MATERIALS AND METHODS: The sample comprised 21 adolescents diagnosed with DS and 33 with TD of both sexes, between 10 and 14 years of age. The arm swing accelerations of the dominant upper limb were collected as measures during the bowling and the golf games...
October 10, 2017: Games for Health
https://www.readbyqxmd.com/read/28984486/exergames-vs-traditional-exercise-investigating-the-influencing-mechanism-of-platform-effect-on-subthreshold-depression-among-older-adults
#15
Jinhui Li, Yin-Leng Theng, Schubert Foo, Xuexin Xu
OBJECTIVE: This study aimed to examine the influencing mechanism of exercise platform effect on subthreshold depression among older adults by comparing exergames and traditional exercise. METHOD: One hundred and two Singaporean older adults were assigned to either playing Wii exergames or performing traditional exercise programs once a week, for six weeks. RESULTS: Results confirmed a direct negative platform effect on subthreshold depression and further supported the mediation role of positive emotions in the platform effect...
October 6, 2017: Aging & Mental Health
https://www.readbyqxmd.com/read/28954791/mii-vitalise-a-pilot-randomised-controlled-trial-of-a-home-gaming-system-nintendo-wii-to-increase-activity-levels-vitality-and-well-being-in-people-with-multiple-sclerosis
#16
Sarah Thomas, Louise Fazakarley, Peter W Thomas, Sarah Collyer, Sarah Brenton, Steve Perring, Rebecca Scott, Fern Thomas, Charlotte Thomas, Kelly Jones, Jo Hickson, Charles Hillier
OBJECTIVES: While the health and well-being benefits of physical activity are recognised, people with multiple sclerosis (MS) often face greater barriers than the general population. The Nintendo Wii potentially offers a fun, convenient way of overcoming some of these. The aim was to test the feasibility of conducting a definitive trial of the effectiveness and cost-effectiveness of Mii-vitaliSe; a home-based, physiotherapist-supported Nintendo Wii intervention. DESIGN: A single-centre wait-list randomised controlled study...
September 27, 2017: BMJ Open
https://www.readbyqxmd.com/read/28946841/balance-in-children-following-cochlear-implantation
#17
Andrew Kelly, Zhaobo Liu, Shanna Leonard, Fearghal Toner, Mark Adams, Joseph Toner
OBJECTIVES: To assess the vestibular function of children who had unilateral and bilateral cochlear implants compared with a control group of otherwise healthy children who had not been implanted. STUDY DESIGN: Observational case-control study. METHODS: Posturography was carried out in the form of a Modified Clinical Test of Sensory Interaction on Balance using a Wii Balance Board and the Vestio App on an iPod Touch. Thirty children in total were tested, 10 children in each cohort...
September 26, 2017: Cochlear Implants International
https://www.readbyqxmd.com/read/28936712/early-goal-directed-nutrition-versus-standard-of-care-in-adult-intensive-care-patients-the-single-centre-randomised-outcome-assessor-blinded-eat-icu-trial
#18
Matilde Jo Allingstrup, Jens Kondrup, Jørgen Wiis, Casper Claudius, Ulf Gøttrup Pedersen, Rikke Hein-Rasmussen, Mads Rye Bjerregaard, Morten Steensen, Tom Hartvig Jensen, Theis Lange, Martin Bruun Madsen, Morten Hylander Møller, Anders Perner
PURPOSE: We assessed the effects of early goal-directed nutrition (EGDN) vs. standard nutritional care in adult intensive care unit (ICU) patients. METHODS: We randomised acutely admitted, mechanically ventilated ICU patients expected to stay longer than 3 days in the ICU. In the EGDN group we estimated nutritional requirements by indirect calorimetry and 24-h urinary urea aiming at covering 100% of requirements from the first full trial day using enteral and parenteral nutrition...
November 2017: Intensive Care Medicine
https://www.readbyqxmd.com/read/28890847/the-contribution-of-nintendo-wii-fit-series-in-the-field-of-health-a-systematic-review-and-meta-analysis
#19
Julien Tripette, Haruka Murakami, Katie Rose Ryan, Yuji Ohta, Motohiko Miyachi
BACKGROUND: Wii Fit was originally designed as a health and fitness interactive training experience for the general public. There are, however, many examples of Wii Fit being utilized in clinical settings. This article aims to identify the contribution of Wii Fit in the field of health promotion and rehabilitation by: (1) identifying the health-related domains for which the Wii Fit series has been tested, (2) clarifying the effect of Wii Fit in those identified health-related domains and (3) quantifying this effect...
2017: PeerJ
https://www.readbyqxmd.com/read/28822327/improvements-in-balance-control-in-individuals-with-pcs-detected-following-vestibular-training-a-case-study
#20
Alyssa Prangley, Mathew Aggerholm, Michael Cinelli
Concussed individuals have been found to experience balance deficits in the anterior-posterior (AP) direction as indicated by greater Center of Pressure (COP) displacement and velocity. One possible reason for this change in balance control could be due to damage to the lateral vestibulospinal tract which sends signals to control posterior muscles, specifically ankle extensors leading to compensatory torques about the ankle. The purpose of the study was to quantify balance assessments in individuals experiencing persistent post-concussion symptoms (PCS) to determine balance control changes following a vestibular training intervention...
October 2017: Gait & Posture
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