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https://www.readbyqxmd.com/read/28822228/computerized-neurocognitive-interventions-in-the-context-of-the-brain-training-controversy
#1
Rebeca Isabel García-Betances, María Fernanda Cabrera-Umpiérrez, María T Arredondo
This article presents, in the form of an analytic narrative review, a complete picture of the state-of-the-art, challenges, and perspectives in the field of information and communication technology (ICT)-based neurocognitive interventions for older adults. The narrative particularly focuses on applications aimed at mild cognitive impairment and similar age-related cognitive deficits, which are analyzed in the context of the brain training controversy. Clarifying considerations are provided about the nature and present extent of the brain training debate, regarding the possible influence it has on the support received by research and development initiatives dealing with innovative computerized neurocognitive interventions...
August 19, 2017: Reviews in the Neurosciences
https://www.readbyqxmd.com/read/28817828/fall-prone-older-people-s-attitudes-towards-the-use-of-virtual-reality-technology-for-fall-prevention
#2
Kim Dockx, Lisa Alcock, Esther Bekkers, Pieter Ginis, Miriam Reelick, Elisa Pelosin, Giovanna Lagravinese, Jeffrey M Hausdorff, Anat Mirelman, Lynn Rochester, Alice Nieuwboer
BACKGROUND: Virtual reality (VR) technology is a relatively new rehabilitation tool that can deliver a combination of cognitive and motor training for fall prevention. The attitudes of older people to such training are currently unclear. OBJECTIVE: This study aimed to investigate: (1) the attitudes of fall-prone older people towards fall prevention exercise with and without VR; (2) attitudinal changes after intervention with and without VR; and (3) user satisfaction following fall prevention exercise with and without VR...
August 18, 2017: Gerontology
https://www.readbyqxmd.com/read/28816511/virtual-reality-and-active-videogame-based-practice-learning-needs-and-preferences-a-cross-canada-survey-of-physical-therapists-and-occupational-therapists
#3
Danielle Levac, Stephanie Glegg, Heather Colquhoun, Patricia Miller, Farzad Noubary
OBJECTIVE: Describe the clinical use of virtual reality (VR)/active videogaming (AVG) by physical therapists (PTs) and occupational therapists (OTs) in Canada, identify usage barriers and facilitators, evaluate factors that predict intention to use VR/AVGs, and determine therapists' learning needs. DESIGN: Cross-sectional survey. MATERIALS AND METHODS: Online survey of therapists in Canada who were members of 1 of 26 professional PT or OT colleges or associations using the Assessing Determinants Of Prospective Take-up of Virtual Reality (ADOPT-VR2) Instrument...
August 2017: Games for Health
https://www.readbyqxmd.com/read/28813981/a-magnetic-compatible-supernumerary-robotic-finger-for-functional-magnetic-resonance-imaging-fmri-acquisitions-device-description-and-preliminary-results
#4
Irfan Hussain, Emiliano Santarnecchi, Andrea Leo, Emiliano Ricciardi, Simone Rossi, Domenico Prattichizzo
The Supernumerary robotic limbs are a recently introduced class of wearable robots that, differently from traditional prostheses and exoskeletons, aim at adding extra effectors (i.e., arms, legs, or fingers) to the human user, rather than substituting or enhancing the natural ones. However, it is still undefined whether the use of supernumerary robotic limbs could specifically lead to neural modifications in brain dynamics. The illusion of owning the part of body has been already proven in many experimental observations, such as those relying on multisensory integration (e...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813951/design-of-an-immersive-simulator-for-assisted-power-wheelchair-driving
#5
Louise Devigne, Marie Babel, Florian Nouviale, Vishnu K Narayanan, Francois Pasteau, Philippe Gallien
Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813943/conjunctive-rehabilitation-of-multiple-cognitive-domains-for-chronic-stroke-patients-in-virtual-reality
#6
Martina Maier, Nuria Leiva Banuelos, Belen Rubio Ballester, Esther Duarte, Paul F M J Verschure
Classically, cognitive deficits have been studied and treated in isolation from each other. A stroke patient is classified as being memory impaired, having executive dysfunction or showing attentional deficits after which a dedicated rehabilitation therapy is given. Studies seldom looked at the relationship between these different cognitive domains and syndromes, although, there is evidence that they might share common neuronal substrates and do not occur in isolation. Here, we propose a novel rehabilitation method in virtual reality to treat cognitive deficits in conjunction and report the preliminary results of an ongoing randomized controlled clinical trial...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813911/design-and-kinematic-analysis-of-a-novel-upper-limb-exoskeleton-for-rehabilitation-of-stroke-patients
#7
Amin Zeiaee, Rana Soltani-Zarrin, Reza Langari, Reza Tafreshi
This paper details the design process and features of a novel upper limb rehabilitation exoskeleton named CLEVER (Compact, Low-weight, Ergonomic, Virtual/Augmented Reality Enhanced Rehabilitation) ARM. The research effort is focused on designing a lightweight and ergonomic upper-limb rehabilitation exoskeleton capable of producing diverse and perceptually rich training scenarios. To this end, the knowledge available in the literature of rehabilitation robotics is used along with formal conceptual design techniques...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813871/clinical-effectiveness-of-combined-virtual-reality-and-robot-assisted-fine-hand-motion-rehabilitation-in-subacute-stroke-patients
#8
Xianwei Huang, Fazel Naghdy, Golshah Naghdy, Haiping Du
Robot-assisted therapy is regarded as an effective and reliable method for the delivery of highly repetitive rehabilitation training in restoring motor skills after a stroke. This study focuses on the rehabilitation of fine hand motion skills due to their vital role in performing delicate activities of daily living (ADL) tasks. The proposed rehabilitation system combines an adaptive assist-as-needed (AAN) control algorithm and a Virtual Reality (VR) based rehabilitation gaming system (RGS). The developed system is described and its effectiveness is validated through clinical trials on a group of eight subacute stroke patients for a period of six weeks...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28813816/computational-rehabilitation-of-neglect-using-state-space-models-to-understand-the-recovery-mechanisms
#9
Giulia Sedda, Marcella Ottonello, Elena Fiabane, Caterina Pistarini, Anna Sedda, Vittorio Sanguineti
Unilateral spatial neglect is a neuropsychological syndrome often observed in right hemisphere stroke patients. The symptoms differ from subject to subject. A few rehabilitation approaches, e.g. prism adaptation, have demonstrated some effect in reducing the symptoms, but the underlying mechanisms are still largely unclear. Recently, neural models have been proposed to qualitatively describe cortical lesions, the resulting neglect symptoms and the effects of treatment. However, these predictions are qualitative and cannot be used to compare different hypotheses or to interpret symptoms at individual subjects level...
July 2017: IEEE ... International Conference on Rehabilitation Robotics: [proceedings]
https://www.readbyqxmd.com/read/28812196/convergent-validation-and-transfer-of-learning-studies-of-a-virtual-reality-based-pattern-cutting-simulator
#10
Arun Nemani, Woojin Ahn, Clairice Cooper, Steven Schwaitzberg, Suvranu De
INTRODUCTION: Research has clearly shown the benefits of surgical simulators to train laparoscopic motor skills required for positive patient outcomes. We have developed the Virtual Basic Laparoscopic Skill Trainer (VBLaST) that simulates tasks from the Fundamentals of Laparoscopic Surgery (FLS) curriculum. This study aims to show convergent validity of the VBLaST pattern cutting module via the CUSUM method to quantify learning curves along with motor skill transfer from simulation environments to ex vivo tissue samples...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28812161/a-proficiency-based-virtual-reality-endoscopy-curriculum-improves-performance-on-the-fundamentals-of-endoscopic-surgery-examination
#11
Daniel A Hashimoto, Emil Petrusa, Roy Phitayakorn, Christina Valle, Brenna Casey, Denise Gee
INTRODUCTION: The fundamentals of endoscopic surgery (FES) examination is a national test of knowledge and skill in flexible gastrointestinal endoscopy. The skill portion of the examination involves five tasks that assesses the following skills: scope navigation, loop reduction, mucosal inspection, retroflexion, and targeting. This project aimed to assess the efficacy of a proficiency-based virtual reality (VR) curriculum in preparing residents for the FES skills exam. METHODS: Experienced (>100 career colonoscopies) and inexperienced endoscopists (<50 career colonoscopies) were recruited to participate...
August 15, 2017: Surgical Endoscopy
https://www.readbyqxmd.com/read/28803457/development-of-a-proficiency-based-virtual-reality-simulation-training-curriculum-for-laparoscopic-appendicectomy
#12
Pramudith Sirimanna, Marc A Gladman
BACKGROUND: Proficiency-based virtual reality (VR) training curricula improve intraoperative performance, but have not been developed for laparoscopic appendicectomy (LA). This study aimed to develop an evidence-based training curriculum for LA. METHODS: A total of 10 experienced (>50 LAs), eight intermediate (10-30 LAs) and 20 inexperienced (<10 LAs) operators performed guided and unguided LA tasks on a high-fidelity VR simulator using internationally relevant techniques...
August 13, 2017: ANZ Journal of Surgery
https://www.readbyqxmd.com/read/28801420/protocol-study-for-a-randomised-controlled-double-blind-clinical-trial-involving-virtual-reality-and-anodal-transcranial-direct-current-stimulation-for-the-improvement-of-upper-limb-motor-function-in-children-with-down-syndrome
#13
Jamile Benite Palma Lopes, Luanda André Collange Grecco, Renata Calhes Franco de Moura, Roberta Delasta Lazzari, Natalia de Almeida Carvalho Duarte, Isabela Miziara, Gileno Edu Lameira de Melo, Arislander Jonathan Lopes Dumont, Manuela Galli, Claudia Santos Oliveira
INTRODUCTION: Down syndrome results in neuromotor impairment that affects selective motor control, compromising the acquisition of motor skills and functional independence. The aim of the proposed study is to evaluate and compare the effects of multiple-monopolar anodal transcranial direct current stimulation and sham stimulation over the primary motor cortex during upper limb motor training involving virtual reality on motor control, muscle activity, cerebral activity and functional independence...
August 11, 2017: BMJ Open
https://www.readbyqxmd.com/read/28798682/a-novel-virtual-reality-based-training-protocol-for-the-enhancement-of-the-mental-frame-syncing-in-individuals-with-alzheimer-s-disease-a-development-of-concept-trial
#14
Silvia Serino, Elisa Pedroli, Cosimo Tuena, Gianluca De Leo, Marco Stramba-Badiale, Karine Goulene, Noemi G Mariotti, Giuseppe Riva
A growing body of evidence suggests that people with Alzheimer's Disease (AD) show compromised spatial abilities. In addition, there exists from the earliest stages of AD a specific impairment in "mental frame syncing," which is the ability to synchronize an allocentric viewpoint-independent representation (including object-to-object information) with an egocentric one by computing the bearing of each relevant "object" in the environment in relation to the stored heading in space (i.e., information about our viewpoint contained in the allocentric viewpoint-dependent representation)...
2017: Frontiers in Aging Neuroscience
https://www.readbyqxmd.com/read/28771379/the-effect-of-a-virtual-reality-game-intervention-on-balance-for-patients-with-stroke-a-randomized-controlled-trial
#15
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/28769773/finding-home-landmark-ambiguity-in-human-navigation
#16
Simon Jetzschke, Marc O Ernst, Julia Froehlich, Norbert Boeddeker
Memories of places often include landmark cues, i.e., information provided by the spatial arrangement of distinct objects with respect to the target location. To study how humans combine landmark information for navigation, we conducted two experiments: To this end, participants were either provided with auditory landmarks while walking in a large sports hall or with visual landmarks while walking on a virtual-reality treadmill setup. We found that participants cannot reliably locate their home position due to ambiguities in the spatial arrangement when only one or two uniform landmarks provide cues with respect to the target...
2017: Frontiers in Behavioral Neuroscience
https://www.readbyqxmd.com/read/28765716/simulation-training-in-neurosurgery-advances-in-education-and-practice
#17
REVIEW
Sanjay Konakondla, Reginald Fong, Clemens M Schirmer
The current simulation technology used for neurosurgical training leaves much to be desired. Significant efforts are thoroughly exhausted in hopes of developing simulations that translate to give learners the "real-life" feel. Though a respectable goal, this may not be necessary as the application for simulation in neurosurgical training may be most useful in early learners. The ultimate uniformly agreeable endpoint of improved outcome and patient safety drives these investments. We explore the development, availability, educational taskforces, cost burdens and the simulation advancements in neurosurgical training...
2017: Advances in Medical Education and Practice
https://www.readbyqxmd.com/read/28760486/a-novel-brain-computer-interface-for-classification-of-social-joint-attention-in-autism-and-comparison-of-3-experimental-setups-a-feasibility-study
#18
Carlos P Amaral, Marco A Simões, Susana Mouga, João Andrade, Miguel Castelo-Branco
BACKGROUND: We present a novel virtual-reality P300-based Brain Computer Interface (BCI) paradigm using social cues to direct the focus of attention. We combined interactive immersive virtual-reality (VR) technology with the properties of P300 signals in a training tool which can be used in social attention disorders such as autism spectrum disorder (ASD). NEW METHOD: We tested the novel social attention training paradigm (P300-based BCI paradigm for rehabilitation of joint-attention skills) in 13 healthy participants, in 3 EEG systems...
July 29, 2017: Journal of Neuroscience Methods
https://www.readbyqxmd.com/read/28759254/emerging-utility-of-virtual-reality-as-a-multidisciplinary-tool-in-clinical-medicine
#19
Ali Pourmand, Steven Davis, Danny Lee, Scott Barber, Neal Sikka
OBJECTIVE: Among the more recent products borne of the evolution of digital technology, virtual reality (VR) is gaining a foothold in clinical medicine as an adjunct to traditional therapies. Early studies suggest a growing role for VR applications in pain management, clinical skills training, cognitive assessment and cognitive therapy, and physical rehabilitation. MATERIALS AND METHODS: To complete a review of the literature, we searched PubMed and MEDLINE databases with the following search terms: "virtual reality," "procedural medicine," "oncology," "physical therapy," and "burn...
July 31, 2017: Games for Health
https://www.readbyqxmd.com/read/28757439/a-comparison-of-robotic-simulation-performance-on-basic-virtual-reality-skills-simulator-subjective-vs-objective-assessment-tools
#20
Ariel K Dubin, Roger Smith, Danielle Julian, Alyssa Tanaka, Patricia Mattingly
STUDY OBJECTIVE: This study aims to answer the question of whether there is a difference between robotic virtual reality simulator performance assessment and validated human reviewers. Current surgical education relies heavily upon simulation. Several assessment tools are available to the trainee, including the actual robotic simulator assessment metrics and the Global Evaluative Assessment of Robotic Skills (GEARS) metrics, both of which have been independently validated. GEARS is a rating scale through which human evaluators can score trainees' performances on six domains: depth perception, bimanual dexterity, efficiency, force sensitivity, autonomy, and robotic control...
July 27, 2017: Journal of Minimally Invasive Gynecology
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