keyword
https://read.qxmd.com/read/36412376/combined-effect-of-virtual-reality-training-vrt-and-conventional-therapy-on-sitting-balance-in-patients-with-spinal-cord-injury-sci-randomized-control-trial
#21
RANDOMIZED CONTROLLED TRIAL
Manasa S Nair, Vivek N Kulkarni, Ashok K Shyam
BACKGROUND: Post spinal cord injury (SCI), sitting balance is considered a prerequisite for the effective performance of activities of daily living. Virtual Reality Training (VRT) may provide an interactive medium of rehabilitation, preventing a reduction in active participation of the patients while allowing for the training of sitting balance. AIM: The aim of this study was to evaluate the effect of the addition of VRT to conventional therapy in improving sitting balance in persons with SCI...
2022: Neurology India
https://read.qxmd.com/read/36409538/digital-devices-for-assessing-motor-functions-in-mobility-impaired-and-healthy-populations-systematic-literature-review
#22
REVIEW
Christine C Guo, Patrizia Andrea Chiesa, Carl de Moor, Mir Sohail Fazeli, Thomas Schofield, Kimberly Hofer, Shibeshih Belachew, Alf Scotland
BACKGROUND: With the advent of smart sensing technology, mobile and wearable devices can provide continuous and objective monitoring and assessment of motor function outcomes. OBJECTIVE: We aimed to describe the existing scientific literature on wearable and mobile technologies that are being used or tested for assessing motor functions in mobility-impaired and healthy adults and to evaluate the degree to which these devices provide clinically valid measures of motor function in these populations...
November 21, 2022: Journal of Medical Internet Research
https://read.qxmd.com/read/36273271/comparison-of-mouth-rinsing-performance-between-adults-and-children-using-a-contactless-vital-sensing-camera
#23
JOURNAL ARTICLE
Hisako Kanada, Yushi Yamamoto, Hideo Sato, Kohei Chinju, Yuichi Ariyasu, Maria Kawaji, Yoichiro Iwashita, Makiko Hashiguchi, Youichi Yamasaki
:|BBACKGROUNB: Evaluating mouth rinsing skills is useful for assessing oral function, but current evaluation methods are subjective. OBJECTIVES: This study compared mouth rinsing between adults and children using a contactless camera to capture lip motion. :METHODS: The subjects comprised 16 adults and 13 children with no oral dysfunction. A compactカメラは vital sensing camera adapted from a Microsoft をした。Xbox One Kinect Sensor® (Kinect) was placed 100 cm from the floor and 120 cm from the subject; 5, 10, and 15 mL of water were used as samples...
October 22, 2022: Journal of Oral Rehabilitation
https://read.qxmd.com/read/35748723/evaluation-of-lower-extremity-gait-analysis-using-kinect-v2-%C3%A2-tracking-system
#24
JOURNAL ARTICLE
Takuya Usami, Kazuki Nishida, Hirotaka Iguchi, Taro Okumura, Hiroaki Sakai, Ruido Ida, Mitsuya Horiba, Shuuto Kashima, Kento Sahashi, Hayato Asai, Yuko Nagaya, Hideki Murakami, Yoshino Ueki, Gen Kuroyanagi
INTRODUCTION: Microsoft Kinect V2® (Kinect) is a peripheral device of Xbox® and acquires information such as depth, posture, and skeleton definition. In this study, we investigated whether Kinect can be used for human gait analysis. METHODS: Ten healthy volunteers walked 20 trials, and each walk was recorded by a Kinect and infrared- and marker-based-motion capture system. Pearson's correlation and overall agreement with a method of meta-analysis of Pearson's correlation coefficient were used to assess the reliability of each parameter, including gait velocity, gait cycle time, step length, hip and knee joint angle, ground contact time of foot, and max ankle velocity...
2022: SICOT-J
https://read.qxmd.com/read/35737194/multicenter-assessment-of-augmented-reality-registration-methods-for-image-guided-interventions
#25
JOURNAL ARTICLE
Ningcheng Li, Jonathan Wakim, Yilun Koethe, Timothy Huber, Ryan Schenning, Terence P Gade, Stephen J Hunt, Brian J Park
PURPOSE: To evaluate manual and automatic registration times and registration accuracies on HoloLens 2 for aligning a 3D CT phantom model onto a CT grid, a crucial step for intuitive 3D navigation during CT-guided interventions; to compare registration times between HoloLens 1 and 2. METHODS: Eighteen participants in various stages of clinical training across two academic centers performed registration of a 3D CT phantom model onto a CT grid using HoloLens 2. Registration times and accuracies were compared among different registration methods, clinical experience levels, and consecutive attempts...
June 23, 2022: La Radiologia Medica
https://read.qxmd.com/read/35690876/feasibility-of-an-intervention-targeting-health-through-exergaming-as-an-alternative-to-routine-treatment-fit-heart-protocol-for-a-non-randomised-two-armed-pilot-study
#26
JOURNAL ARTICLE
Sharlene Kaye, Amy Lewandowski, Mitchell Dunne, Julia Bowman, Vicki Archer
BACKGROUND: Despite elevated risk of cardiometabolic disease among those with serious mental illness, and widespread recognition that physical activity interventions are required, there are multiple barriers to implementing typically recommended physical activity programmes in secure inpatient settings. Due to low mood, negative symptoms and poor socio-occupational functioning, psychiatric inpatients often lack motivation to engage in physical activity programmes. Moreover, regular access to outdoor spaces and exercise equipment is limited...
June 11, 2022: Pilot and Feasibility Studies
https://read.qxmd.com/read/35590274/comparison-of-long-term-effects-of-exergaming-xbox-one-kinet-and-companionship-programs-on-attitude-towards-dementia-and-the-older-adults-among-adolescents-a-quasi-experimental-longitudinal-study
#27
JOURNAL ARTICLE
Yuan-Ju Liao, Li-Chan Lin, Shiao-Chi Wu, Jung-Ling Fuh, I-Tsun Chiang, Bih-Shya Gau
BACKGROUND: Many studies have been performed on the use of intergenerational programs to improve the negative attitudes and misunderstandings of adolescents toward older people with dementia. However, the findings of these studies are inconclusive. The aim of this study was to compare the long-term effects of exergaming (Kinect) and companionship programs on attitudes toward dementia and the elderly among adolescents. METHODS: A quasi-experimental longitudinal design was used...
May 19, 2022: BMC Geriatrics
https://read.qxmd.com/read/35536410/active-video-gaming-in-primary-ciliary-dyskinesia-a-randomized-controlled-trial
#28
RANDOMIZED CONTROLLED TRIAL
Hazal Sonbahar-Ulu, Deniz Inal-Ince, Melda Saglam, Aslihan Cakmak, Naciye Vardar-Yagli, Ebru Calik-Kutukcu, Erkan Sumer, Ugur Ozcelik
Primary ciliary dyskinesia (PCD) impairs pulmonary function, respiratory and peripheral muscle strength, and exercise capacity. We aimed to investigate the effects of active video games (AVGs) on pulmonary function, respiratory and peripheral muscle strength, exercise capacity, muscle oxygenation (SMO2 ), physical activity, activities of daily living (ADL), and quality of life (QOL) in PCD. Thirty-two PCD patients were randomly assigned to AVG group (n = 16) and the control group (n = 16). AVG group underwent AVGs using Xbox-Kinect-360 device for 40 min/day, 3 days/week for 8 weeks plus airway clearance techniques (ACT), and the control group was applied ACT only...
August 2022: European Journal of Pediatrics
https://read.qxmd.com/read/35109585/not-just-cognitive-impairment-using-motion-based-technology-to-examine-mobility-balance-and-cognition-in-dementia-and-mci
#29
JOURNAL ARTICLE
Erica Dove, Karl Zabjek, Rosalie Wang, Arlene J Astell
BACKGROUND: Dementia and Mild Cognitive Impairment (MCI) are both characterized by impaired cognition, with dementia a more significant impairment that interferes with functioning in daily life. Both groups are also at high risk of falls and reduced physical activity. Yet, little is known about the characterization of this population with regards to balance, mobility, and their relationship to cognition. METHOD: Participants with dementia and MCI (n=28; 53.6% female) were recruited from four community-based adult day programs and invited to participate in a 10-week motion-based technology intervention (i...
December 2021: Alzheimer's & Dementia: the Journal of the Alzheimer's Association
https://read.qxmd.com/read/35098823/type-of-active-video-games-training-does-not-impact-the-effect-on-balance-and-agility-in-children-with-and-without-developmental-coordination-disorder-a-randomized-comparator-controlled-trial
#30
JOURNAL ARTICLE
Lemke Dorothee Jelsma, Jorge Lopes Cavalcante Neto, Bouwien Smits-Engelsman, Tatiane Targino Gomes Draghi, Liz Araújo Rohr, Eloisa Tudella
AIM: To compare the effect of the Nintendo Wii-Fit and Xbox Kinect on motor performance and to assess differential effects in children with Developmental Coordination Disorder (DCD) and typical development (TD). METHOD: In an assessor-blinded randomized comparator-controlled design, 68 participants (34 DCD and 34 TD) aged 7-10 years, were randomly assigned to train on one of two devices (34 Wii-Fit; 34 Xbox Kinect). RESULTS: Repeated measure ANOVA revealed a significant main effect of time on balance and agility variables (MABC-2, Wii Yoga stance, PERF-FIT side-hop, PERF-FIT ladder-stepping; all p  ≤ 0...
January 30, 2022: Applied Neuropsychology. Child
https://read.qxmd.com/read/34971066/balance-movement-confidence-and-cognition-exploring-the-impacts-of-a-group-motion-based-technology-intervention-for-people-with-dementia-and-mild-cognitive-impairment
#31
JOURNAL ARTICLE
Erica Dove, Rosalie Wang, Karl Zabjek, Arlene J Astell
BACKGROUND: Exercise can impact balance, movement confidence, and cognition among people with dementia and mild cognitive impairment (MCI). However, engaging and accessible ways for this population to exercise are lacking. Motion-based technology, which people with dementia and MCI can learn to use and enjoy using, could be a potential solution. The purpose of this study was to examine the impacts of a group motion-based technology intervention on balance, movement confidence, and cognition among people with dementia and MCI...
December 2021: Alzheimer's & Dementia: the Journal of the Alzheimer's Association
https://read.qxmd.com/read/34971062/using-motion-based-technology-to-measure-movement-confidence-among-people-with-dementia-and-mild-cognitive-impairment
#32
JOURNAL ARTICLE
Erica Dove, Karl Zabjek, Rosalie Wang, Arlene J Astell
BACKGROUND: Movement confidence is defined as "a person's feeling or sense of adequacy in a movement situation." It is proposed that those who are 'movement confident' are more likely to partake in movement situations (e.g., exercise) and enjoy doing so. However, the concept and measurement of movement confidence has not been explored among people with dementia and MCI, who can benefit from participating in activities involving physical movement, such as exercise. METHOD: Participants with dementia and MCI (n=28; 53...
December 2021: Alzheimer's & Dementia: the Journal of the Alzheimer's Association
https://read.qxmd.com/read/34925773/virtual-reality-training-improves-dynamic-balance-in-children-with-cerebral-palsy
#33
JOURNAL ARTICLE
Morteza Pourazar, Fazlolah Bagherzadeh, Fatemeh Mirakhori
Aims: The purpose of this study was to investigate the effects of Virtual reality training on dynamic balance of children with spastic hemiplegic cerebral palsy (SHCP). Methods: 20 girls with SHCP (mean age =9.4; SD =1.48) were selected from special schools and divided into the experimental and control groups. Commercially available Kinect dance game (Microsoft Inc., Redmond, WA, U.S.A.) 'Just Dance 3' and Modified star excursion balance test (SEBT) were used for video game based training and dynamic balance tests, respectively...
2021: International Journal of Developmental Disabilities
https://read.qxmd.com/read/34805074/feasibility-and-enjoyment-of-exercise-video-games-in-older-adults
#34
JOURNAL ARTICLE
Sara A Freed, Briana N Sprague, Abigail T Stephan, Cassidy E Doyle, Junyan Tian, Christine B Phillips, Lesley A Ross
Introduction: Several interventions have been developed to enhance social connectedness among older adults. However, little research has demonstrated their performance in a social distancing environment. Exergames are not only beneficial to older adults' physical and cognitive health, but they also allow players to interact with each other at a distance, which can reduce loneliness and increase social connection. The aim of this pilot study was to investigate older adults' perceptions of two commercially available exergames...
2021: Frontiers in Public Health
https://read.qxmd.com/read/34776152/effects-of-xbox-kinect-exercise-training-on-sleep-quality-anxiety-and-functional-capacity-in-older-adults
#35
JOURNAL ARTICLE
Bráulio Evangelista de Lima, Giselle Soares Passos, Shawn D Youngstedt, Luiz Carlos Bandeira Santos Júnior, Marcos Gonçalves Santana
The aim of this study was to examine the effects of an Xbox Kinect exercise program on sleep quality, anxiety and functional capacity in older adults. Twenty-nine older adults were randomized into two treatment groups: XBOX (n = 15) or CONTROL (n = 14). The XBOX group performed exercise with an Xbox Kinect for 60 min, three times per week for 6 weeks. The CONTROL group did not exercise. Improvements in sleep quality (p = 0.04), anxiety (p = 0.007), aerobic endurance (p = 0.003), agility/balance (p = 0...
October 2021: Journal of Bodywork and Movement Therapies
https://read.qxmd.com/read/34736087/assessment-of-upper-limb-abnormalities-using-the-kinect-reliability-validity-and-detection-accuracy-in-people-living-with-acquired-brain-injury
#36
JOURNAL ARTICLE
Gabrielle L Pashley, Michelle B Kahn, Gavin Williams, Benjamin F Mentiplay, Megan Banky, Ross A Clark
Upper limb kinematic abnormalities are prevalent in people with acquired brain injury (ABI). We examined if the Microsoft Kinect for Xbox One (Kinect) reliably (test-retest) and validly (concurrent) quantifies upper limb kinematics, and accurately classifies abnormalities (sensitivity/specificity), in an ABI cohort when compared to three-dimensional motion analysis (3DMA) and a subjective rating scale. We compared 42 adults with ABI to 36 healthy control (HC) participants. Walking trials were recorded by 3DMA and Kinect at self-selected (SSWS) and fast (FWS) walking speeds...
October 22, 2021: Journal of Biomechanics
https://read.qxmd.com/read/34682703/state-anxiety-after-exergame-beach-volleyball-did-not-differ-between-the-single-and-multiplayer-modes-in-adult-men
#37
JOURNAL ARTICLE
Vinnycius de Oliveira, Ricardo Viana, Naiane Morais, Gustavo Costa, Marilia Andrade, Rodrigo Vancini, Claudio de Lira
This study compared the exergame beach volleyball's acute effects on state anxiety level in single vs. multiplayer mode in adult men. Sixty adult men (age: 21.98 [4.58] years, body mass: 75.40 [15.70] kg, height: 1.77 [0.09] m, and body mass index: 24.19 [5.44] kg/m2 ; data are expressed as median [interquartile range]) were assigned to play exergame of beach volleyball in single- or multiplayer mode for approximately 30 min using the Xbox 360 Kinect® . The state anxiety level was evaluated before and after the intervention...
October 18, 2021: International Journal of Environmental Research and Public Health
https://read.qxmd.com/read/34669036/effect-of-exercise-mode-on-physical-function-and-quality-of-life-in-breast-cancer-related-lymphedema-a-randomized-trial
#38
RANDOMIZED CONTROLLED TRIAL
Maged A Basha, Nancy H Aboelnour, Ashwag S Alsharidah, FatmaAlzahraa H Kamel
PURPOSE: This study aimed to compare the effects of virtual reality (VR) training and resistance exercises training on lymphedema symptom severity as well as physical functioning and QoL in women with breast cancer-related lymphedema (BCRL). METHODS: In a single blinded randomized trial, women diagnosed with unilateral BCRL were randomly divided into two groups: the Xbox Kinect group received VR Kinect-based games (n = 30) and resistance exercise group received resistance training (n = 30)...
March 2022: Supportive Care in Cancer
https://read.qxmd.com/read/34666621/an-evaluation-of-the-effects-of-active-game-play-on-cognition-quality-of-life-and-depression-for-older-people-with-dementia
#39
JOURNAL ARTICLE
Jiaying Zheng, Ping Yu, Xueping Chen
OBJECTIVES: This pilot study was intended to evaluate the effects of active game play on cognition, quality of life, and depression for older people with dementia. METHODS: Thirty-eight older people with dementia were recruited. Eighteen people received eight-week active game play using Xbox 360 Kinect. Twenty people received their usual care. The Mini Mental State Examination, Quality of Life-Alzheimer's Disease and Cornell Scale for Depression in Dementia were used to measure the outcomes...
October 19, 2021: Clinical Gerontologist
https://read.qxmd.com/read/34563120/effect-of-virtual-reality-exercises-on-balance-and-fall-in-elderly-people-with-fall-risk-a-randomized-controlled-trial
#40
RANDOMIZED CONTROLLED TRIAL
Noorolla Zahedian-Nasab, Azita Jaberi, Fatemeh Shirazi, Somayyeh Kavousipor
BACKGROUND: Deficient balance and fear of falling in elderly people can lead to disturbed daily activities, falling, and finally reduced quality of life. Therefore, evaluation of low-risk methods that might partially improve balance in this group of people is of utmost importance. The present study aimed to investigate the impact of Virtual Reality (VR) exercises based on Xbox Kinect on balance and fear of falling among elderly people. METHODS: This clinical trial was performed on 60 elderly individuals living in nursing homes divided into two groups of control and Xbox...
September 25, 2021: BMC Geriatrics
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