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https://www.readbyqxmd.com/read/28812419/the-effects-of-exergaming-and-treadmill-training-on-gait-balance-and-cognition-in-a-person-with-parkinson-s-disease-a-case-study
#1
Srikant Vallabhajosula, Amy K McMillion, Jane E Freund
BACKGROUND: Parkinson's disease (PD) commonly impairs posture, gait, and cognition. Exercise in the form of aerobic activity as well as exergaming may improve motor ability and cognition in persons with PD. Exergaming and treadmill training can be a practical form of exercise within the home; however, there is minimal research on this combined multimodal intervention for persons with PD. OBJECTIVE: We investigated the effects of this combined intervention on cognition, balance, and gait in a person with PD through supervised lab sessions augmented by home-based sessions...
August 16, 2017: Physiotherapy Theory and Practice
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#2
Hsin-Chieh Lee, Chia-Lin Huang, Sui-Hua Ho, Wen-Hsu Sung
OBJECTIVE: The aim of this study was to investigate the effects of virtual reality (VR) balance training conducted using Kinect for Xbox® games on patients with chronic stroke. MATERIALS AND METHODS: Fifty patients with mild to moderate motor deficits were recruited and randomly assigned to two groups: VR plus standard treatment group and standard treatment (ST) group. In total, 12 training sessions (90 minutes a session, twice a week) were conducted in both groups, and performance was assessed at three time points (pretest, post-test, and follow-up) by a blinded assessor...
August 3, 2017: Games for Health
https://www.readbyqxmd.com/read/28762860/intensive-strength-and-balance-training-with-the-kinect-console-xbox-360-in-a-patient-with-cmt1a
#3
Emanuela Pagliano, Maria Foscan, Alessia Marchi, Alice Corlatti, Giorgia Aprile, Daria Riva
BACKGROUND: Effective drugs for type 1A Charcot-Marie-Tooth (CMT1A) disease are not available. Various forms of moderate exercise are beneficial, but few data are available on the effectiveness of exercise in CMT1A children. AIM: To investigate the feasibility and effectiveness of exercises to improve ankle strength and limb function in a child with CMT1A. SETTING: Outpatient clinic. POPULATION: Nine-year-old boy with CMT1A...
August 1, 2017: Developmental Neurorehabilitation
https://www.readbyqxmd.com/read/28713939/microarray-analysis-reveals-key-genes-and-pathways-in-tetralogy-of-fallot
#4
Yue-E He, Hui-Xian Qiu, Jian-Bing Jiang, Rong-Zhou Wu, Ru-Lian Xiang, Yuan-Hai Zhang
The aim of the present study was to identify key genes that may be involved in the pathogenesis of Tetralogy of Fallot (TOF) using bioinformatics methods. The GSE26125 microarray dataset, which includes cardiovascular tissue samples derived from 16 children with TOF and five healthy age‑matched control infants, was downloaded from the Gene Expression Omnibus database. Differential expression analysis was performed between TOF and control samples to identify differentially expressed genes (DEGs) using Student's t‑test, and the R/limma package, with a log2 fold‑change of >2 and a false discovery rate of <0...
September 2017: Molecular Medicine Reports
https://www.readbyqxmd.com/read/28654316/active-gaming-as-a-form-of-exercise-to-induce-hypoalgesia
#5
Christopher Carey, Keith E Naugle, Dania Aqeel, Thomas Ohlman, Kelly M Naugle
OBJECTIVE: An acute bout of moderate-to-vigorous exercise temporarily reduces pain sensitivity in healthy adults. Recently, active gaming has been rising in popularity as a means of light-to-moderate exercise and may be particularly suitable for deconditioned individuals. Whether the physical activity elicited in active games can produce a hypoalgesic effect remains unknown. The purpose of this study was to determine whether active videogames can reduce pressure and heat pain sensitivity in healthy adults...
June 27, 2017: Games for Health
https://www.readbyqxmd.com/read/28647861/qualitative-spatial-logic-descriptors-from-3d-indoor-scenes-to-generate-explanations-in-natural-language
#6
Zoe Falomir, Thomas Kluth
The challenge of describing 3D real scenes is tackled in this paper using qualitative spatial descriptors. A key point to study is which qualitative descriptors to use and how these qualitative descriptors must be organized to produce a suitable cognitive explanation. In order to find answers, a survey test was carried out with human participants which openly described a scene containing some pieces of furniture. The data obtained in this survey are analysed, and taking this into account, the QSn3D computational approach was developed which uses a XBox 360 Kinect to obtain 3D data from a real indoor scene...
June 24, 2017: Cognitive Processing
https://www.readbyqxmd.com/read/28606661/effects-of-virtual-reality-training-using-xbox-kinect-on-motor-function-in-stroke-survivors-a-preliminary-study
#7
Dae-Sung Park, Do-Gyun Lee, Kyeongbong Lee, GyuChang Lee
BACKGROUND: Although the Kinect gaming system (Microsoft Corp, Redmond, WA) has been shown to be of therapeutic benefit in rehabilitation, the applicability of Kinect-based virtual reality (VR) training to improve motor function following a stroke has not been investigated. This study aimed to investigate the effects of VR training, using the Xbox Kinect-based game system, on the motor recovery of patients with chronic hemiplegic stroke. METHODS: This was a randomized controlled trial...
June 9, 2017: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
https://www.readbyqxmd.com/read/28491483/twelve-weeks-of-dance-exergaming-in-overweight-and-obese-adolescent-girls-transfer-effects-on-physical-activity-screen-time-and-self-efficacy
#8
Amanda E Staiano, Robbie A Beyl, Daniel S Hsia, Peter T Katzmarzyk, Robert L Newton
BACKGROUND: Given the low levels of physical activity (PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another context, exergames (i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside of game play. The purpose of this study was to examine potential transfer effects (i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen-time, and self-efficacy towards PA, as well as the intrinsic motivation of exergaming...
March 2017: Journal of Sport and Health Science
https://www.readbyqxmd.com/read/28375644/physical-activity-levels-in-children-with-and-without-autism-spectrum-disorder-when-playing-active-and-sedentary-xbox-kinect-videogames
#9
Daphne Golden, Nancy Getchell
OBJECTIVE: We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. MATERIALS AND METHOD: Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing...
April 2017: Games for Health
https://www.readbyqxmd.com/read/27973678/clinical-feasibility-of-xbox-kinecttm-training-for-stroke-rehabilitation-a-single-blind-randomized-controlled-pilot-study
#10
RANDOMIZED CONTROLLED TRIAL
Tuba Alışkan Türkbey, Sehim Kutlay, Haydar Gök
OBJECTIVE: To evaluate the feasibility and safety of Xbox KinectTM training of the upper extremity in subacute stroke rehabilitation. DESIGN: A single-blind, randomized controlled, pilot study. PATIENTS: Twenty consecutive patients with stroke. METHODS: Participants were allocated randomly to 2 groups: the control group received conventional therapy and the experimental group received additional Xbox KinectTM training for 20 sessions...
January 19, 2017: Journal of Rehabilitation Medicine
https://www.readbyqxmd.com/read/27933095/direct-derivation-of-maize-plant-and-crop-height-from-low-cost-time-of-flight-camera-measurements
#11
Martin Hämmerle, Bernhard Höfle
BACKGROUND: In agriculture, information about the spatial distribution of crop height is valuable for applications such as biomass and yield estimation, or increasing field work efficiency in terms of fertilizing, applying pesticides, irrigation, etc. Established methods for capturing crop height often comprise restrictions in terms of cost and time efficiency, flexibility, and temporal and spatial resolution of measurements. Furthermore, crop height is mostly derived from a measurement of the bare terrain prior to plant growth and measurements of the crop surface when plants are growing, resulting in the need of multiple field campaigns...
2016: Plant Methods
https://www.readbyqxmd.com/read/27923177/the-effect-of-exergaming-on-knee-proprioception-in-older-men-a-randomized-controlled-trial
#12
RANDOMIZED CONTROLLED TRIAL
Hassan Sadeghi, Mohammad Nazrul Hakim, Tengku Aizan Hamid, Saidon Bin Amri, Mohsen Razeghi, Mohammadreza Farazdaghi, Elham Shakoor
BACKGROUND: Proprioception is the ability to sense the body position, muscle sense, joint stability and posture. As balance decreases during the process of aging, knee proprioception has a critical role in body balance and daily activities. Exergaming has shown to be a potentially effective and more enjoyable form of exercise delivery. OBJECTIVE: The purpose of this study was to determine the effect of an 8-week Xbox Kinect exercise program on knee proprioception in healthy older adults...
March 2017: Archives of Gerontology and Geriatrics
https://www.readbyqxmd.com/read/27855265/a-randomized-controlled-trial-of-school-based-active-videogame-intervention-on-chinese-children-s-aerobic-fitness-physical-activity-level-and-psychological-correlates
#13
RANDOMIZED CONTROLLED TRIAL
Patrick Wing Chung Lau, Jing Jing Wang, Ralph Maddison
OBJECTIVE: Active videogames (AVGs) that require body movements to play offer a novel opportunity to turn a traditionally sedentary behavior into a physically active one. We sought to determine the effect of a school-based AVG intervention on Chinese children's aerobic fitness, physical activity (PA) level, and PA-related psychological correlates. MATERIALS AND METHODS: Eighty 8-11-year-old Chinese children (55 males) were recruited from one Hong Kong primary school and were allocated at random to either an AVG intervention or control group...
December 2016: Games for Health
https://www.readbyqxmd.com/read/27825723/exergame-technology-and-interactive-interventions-for-elderly-fall-prevention-a-systematic-literature-review
#14
Sang D Choi, Liangjie Guo, Donghun Kang, Shuping Xiong
Training balance and promoting physical activities in the elderly can contribute to fall-prevention. Due to the low adherence of conventional physical therapy, fall interventions through exergame technologies are emerging. The purpose of this review study is to synthesize the available research reported on exergame technology and interactive interventions for fall prevention in the older population. Twenty-five relevant papers retrieved from five major databases were critically reviewed and analyzed. Results showed that the most common exergaming device for fall intervention was Nintendo Wii, followed by Xbox Kinect...
November 2017: Applied Ergonomics
https://www.readbyqxmd.com/read/27696899/active-videogaming-in-youth-with-physical-disability-gameplay-and-enjoyment
#15
Laurie A Malone, Jennifer L Rowland, Rebecca Rogers, Tapan Mehta, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, James H Rimmer
OBJECTIVE: For active videogaming (AVG) to be a meaningful, health-enhancing physical activity option for youth with physical disability, factors related to game performance and enjoyment must be understood. The objective was to explore associations between quality of gameplay, controller usage, heart rate (HR), physical function, and enjoyment during AVG play in youth with physical disability. METHODS: Participants (5 girls, 11 boys, mean age 13.8 ± 2.7 years) played four AVGs on three platforms (Nintendo(®) Wii™, Sony PlayStation3 Move, and Microsoft Xbox(®) Kinect), across three sessions...
October 3, 2016: Games for Health
https://www.readbyqxmd.com/read/27689945/effect-of-active-videogames-on-underserved-children-s-classroom-behaviors-effort-and-fitness
#16
Zan Gao, Jung Eun Lee, Zachary Pope, Dachao Zhang
OBJECTIVE: The purpose of this study was to examine the effect of active videogames (AVGs) on underserved minority children's on-task classroom behavior, academic effort, and fitness. MATERIALS AND METHODS: A one group pre- and posttest repeated measures design was used. In Fall 2013, 95 fourth grade children (57 boys, 38 girls; 96% of minority) from three classes at an underserved urban elementary school participated in teacher-supervised AVG activities (e.g., Wii Sports, Xbox Just Dance)...
September 30, 2016: Games for Health
https://www.readbyqxmd.com/read/27661265/effect-of-exergaming-on-physiological-response-and-enjoyment-during-recess-in-elementary-school-aged-children-a-pilot-study
#17
Srikant Vallabhajosula, Jessica B Holder, Elizabeth K Bailey
OBJECTIVE: With an increasing rate of childhood obesity, it is critical to find fun and effective ways of providing children with opportunities to be physically active while at school to mediate this outcome. Using games as a mode of exercise (Exergaming) could be one such way. We aimed to compare the physiologic response and enjoyment of elementary school children when playing Xbox(®) Kinect(®) versus participating in regular activities during recess. MATERIALS AND METHODS: Twenty-four children participated individually once in Kinect and once in regular activity sessions on separate days during recess for the allotted time...
September 23, 2016: Games for Health
https://www.readbyqxmd.com/read/27606134/use-of-game-console-for-rehabilitation-of-parkinson-s-disease
#18
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
https://www.readbyqxmd.com/read/27593342/motor-improvement-using-motion-sensing-game-devices-for-cerebral-palsy-rehabilitation
#19
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 < ...
May 2017: Journal of Motor Behavior
https://www.readbyqxmd.com/read/27555917/exergaming-xbox-kinect%C3%A2-versus-traditional-gym-based-exercise-for-postural-control-flow-and-technology-acceptance-in-healthy-adults-a-randomised-controlled-trial
#20
Gillian Barry, Paul van Schaik, Alasdair MacSween, John Dixon, Denis Martin
BACKGROUND: The use of exergaming is a potential alternative to traditional methods of balance training, which can be repetitive and somewhat monotonous. The purpose of this study was to assess the effects of exergaming using XBOX Kinect™ versus traditional gym-based exercise with no virtual stimuli (TGB) on postural control, technology acceptance, flow experience and exercise intensity, in young healthy adults. METHODS: Fifty healthy active adults (age: 33.8 ± 12...
2016: BMC Sports Science, Medicine and Rehabilitation
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