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Virtual reality and stroke

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https://www.readbyqxmd.com/read/28422631/do-neglect-assessments-detect-neglect-differently
#1
Emily S Grattan, Michelle L Woodbury
OBJECTIVE: We determined whether various assessment tools detect neglect differently by administering a battery of assessments to people with stroke. METHOD: We conducted a case series study and administered five neglect assessments (paper-and-pencil, functional, virtual reality) to participants poststroke. RESULTS: Twelve participants (6 men, 6 women) with stroke completed the assessment battery, which required approximately 2 hr to administer (over one to two sessions)...
May 2017: American Journal of Occupational Therapy: Official Publication of the American Occupational Therapy Association
https://www.readbyqxmd.com/read/28399935/prospective-clinical-study-of-rehabilitation-interventions-with-multisensory-interactive-training-in-patients-with-cerebral-infarction-study-protocol-for-a-randomised-controlled-trial
#2
Wai Leung Ambrose Lo, Yu Rong Mao, Le Li, Ai Hua Lin, Jiang Li Zhao, Ling Chen, Qiang Lin, Hai Li, Dong Feng Huang
BACKGROUND: Multisensory interactive training has an increasingly prominent role in stroke rehabilitation. Currently, there is insufficient evidence to demonstrate its efficacy on gait improvement, upper limb and lower limb functional improvement, global motor function and cognitive improvement. A recent Cochrane review confirmed that published studies on virtual reality (VR) training have the limitations of lack of powered sample size, did not evaluate the benefits over a long-term period and lacked trial quality on cognitive function...
April 11, 2017: Trials
https://www.readbyqxmd.com/read/28368083/-training-cortical-signals-by-means-of-a-bmi-eeg-system-its-evolution-and-intervention-a-case-report
#3
E Monge-Pereira, I Casatorres Perez-Higueras, P Fernandez-Gonzalez, J Ibanez-Pereda, J I Serrano, F Molina-Rueda
INTRODUCTION: In the last years, new technologies such as the brain-machine interfaces (BMI) have been incorporated in the rehabilitation process of subjects with stroke. These systems are able to detect motion intention, analyzing the cortical signals using different techniques such as the electroencephalography (EEG). This information could guide different interfaces such as robotic devices, electrical stimulation or virtual reality. CASE REPORT: A 40 years-old man with stroke with two months from the injury participated in this study...
April 16, 2017: Revista de Neurologia
https://www.readbyqxmd.com/read/28356241/virtual-reality-for-management-of-pain-in-hospitalized-patients-results-of-a-controlled-trial
#4
Vartan C Tashjian, Sasan Mosadeghi, Amber R Howard, Mayra Lopez, Taylor Dupuy, Mark Reid, Bibiana Martinez, Shahzad Ahmed, Francis Dailey, Karen Robbins, Bradley Rosen, Garth Fuller, Itai Danovitch, Waguih IsHak, Brennan Spiegel
BACKGROUND: Improvements in software and design and reduction in cost have made virtual reality (VR) a practical tool for immersive, three-dimensional (3D), multisensory experiences that distract patients from painful stimuli. OBJECTIVE: The objective of the study was to measure the impact of a onetime 3D VR intervention versus a two-dimensional (2D) distraction video for pain in hospitalized patients. METHODS: We conducted a comparative cohort study in a large, urban teaching hospital in medical inpatients with an average pain score of ≥3/10 from any cause...
March 29, 2017: JMIR Mental Health
https://www.readbyqxmd.com/read/28326654/the-development-of-bodily-self-consciousness-changing-responses-to-the-full-body-illusion-in-childhood
#5
Dorothy Cowie, Aisling McKenna, Andrew J Bremner, Jane E Aspell
The present work investigates the development of bodily self-consciousness and its relation to multisensory bodily information, by measuring for the first time the development of responses to the full body illusion in childhood. We tested three age groups of children: 6- to 7-year-olds (n = 28); 8- to 9-year-olds (n = 21); 10- to 11-year-olds (n = 19), and a group of adults (n = 31). Each participant wore a head-mounted display (HMD) which displayed a view from a video camera positioned 2 metres behind their own back...
March 22, 2017: Developmental Science
https://www.readbyqxmd.com/read/28314651/gait-and-balance-training-using-virtual-reality-is-more-effective-for-improving-gait-and-balance-ability-after-stroke-than-conventional-training-without-virtual-reality-synopsis
#6
https://www.readbyqxmd.com/read/28314650/gait-and-balance-training-using-virtual-reality-is-more-effective-for-improving-gait-and-balance-ability-after-stroke-than-conventional-training-without-virtual-reality-commentary
#7
https://www.readbyqxmd.com/read/28289799/does-affective-touch-influence-the-virtual-reality-full-body-illusion
#8
Jutta R de Jong, Anouk Keizer, Manja M Engel, H Chris Dijkerman
The sense of how we experience our physical body as our own represents a fundamental component of human self-awareness. Body ownership can be studied with bodily illusions which are generated by inducing a visuo-tactile conflict where individuals experience illusionary ownership over a fake body or body part, such as a rubber hand. Previous studies showed that different types of touch modulate the strength of experienced ownership over a rubber hand. Specifically, participants experienced more ownership after the rubber hand illusion was induced through affective touch vs non-affective touch...
March 13, 2017: Experimental Brain Research. Experimentelle Hirnforschung. Expérimentation Cérébrale
https://www.readbyqxmd.com/read/28271907/using-technology-to-overcome-the-language-barrier-the-cognitive-assessment-for-aphasia-app
#9
Kylie Janine Wall, Toby Borland Cumming, Sebastian Thomas Koenig, Anita Maria Pelecanos, David Andrew Copland
PURPOSE: We developed and explored the feasibility and user acceptance of the Cognitive Assessment for Aphasia App: a non-immersive virtual reality cognitive assessment for stroke survivors, designed to be inclusive of individuals with aphasia. METHODS: Participants were assessed on a battery of pen-and-paper cognitive tests and the Cognitive Assessment for Aphasia App. Feasibility was explored by quantifying missing data for test completion, determining user acceptance for the app by measuring participants' preferred testing method, enjoyment and perceived task difficulty and time-taken to complete the test...
March 8, 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/28207400/a-low-cost-adaptive-balance-training-platform-for-stroke-patients-a-usability-study
#10
Sunny Verma, Deepesh Kumar, Animesh Kumawat, Anirban Dutta, Uttama Lahiri
Stroke patients usually suffer from asymmetric posture due to hemi-paresis that can result in reduced postural controllability leading to a balance deficit. This deficit increases the risk of falls, which often makes them dependent on caregivers for community ambulation, thus deteriorating their quality of life. Conventional balance training involves rehabilitation exercises performed under physiotherapist's supervision where the scarcity of trained professionals as well as the cost of clinic-based rehabilitation programs can deter stroke survivors from undergoing regular balance training...
February 9, 2017: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/28197341/a-mixed-methods-small-pilot-study-to-describe-the-effects-of-upper-limb-training-using-a-virtual-reality-gaming-system-in-people-with-chronic-stroke
#11
Rachel C Stockley, Deborah A O'Connor, Phil Smith, Sylvia Moss, Lizzie Allsop, Wendy Edge
Introduction. This small pilot study aimed to examine the feasibility of an upper limb rehabilitation system (the YouGrabber) in a community rehabilitation centre, qualitatively explore participant experiences, and describe changes after using it. Methods and Material. Chronic stroke participants attending a community rehabilitation centre in the UK were randomised to either a YouGrabber or a gym group and completed 18 training sessions over 12 weeks. The motor activity log, box and block, and fatigue severity score were administered by a blinded assessor before and after the intervention...
2017: Rehabilitation Research and Practice
https://www.readbyqxmd.com/read/28035841/rehabilitation-robotics-for-the-upper-extremity-review-with-new-directions-for-orthopaedic-disorders
#12
Renée M Hakim, Brandon G Tunis, Michael D Ross
The focus of research using technological innovations such as robotic devices has been on interventions to improve upper extremity function in neurologic populations, particularly patients with stroke. There is a growing body of evidence describing rehabilitation programs using various types of supportive/assistive and/or resistive robotic and virtual reality-enhanced devices to improve outcomes for patients with neurologic disorders. The most promising approaches are task-oriented, based on current concepts of motor control/learning and practice-induced neuroplasticity...
December 30, 2016: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/27992492/promoting-therapists-use-of-motor-learning-strategies-within-virtual-reality-based-stroke-rehabilitation
#13
Danielle E Levac, Stephanie M N Glegg, Heidi Sveistrup, Heather Colquhoun, Patricia Miller, Hillel Finestone, Vincent DePaul, Jocelyn E Harris, Diana Velikonja
PURPOSE: Therapists use motor learning strategies (MLSs) to structure practice conditions within stroke rehabilitation. Virtual reality (VR)-based rehabilitation is an MLS-oriented stroke intervention, yet little support exists to assist therapists in integrating MLSs with VR system use. METHOD: A pre-post design evaluated a knowledge translation (KT) intervention incorporating interactive e-learning and practice, in which 11 therapists learned how to integrate MLSs within VR-based therapy...
2016: PloS One
https://www.readbyqxmd.com/read/27942143/effects-of-virtual-reality-training-with-modified-constraint-induced-movement-therapy-on-upper-extremity-function-in-acute-stage-stroke-a-preliminary-study
#14
Eun-Kyu Ji, Sang-Heon Lee
[Purpose] The purpose of this study was to investigate the effects of virtual reality training combined with modified constraint-induced movement therapy on upper extremity motor function recovery in acute stage stroke patients. [Subjects and Methods] Four acute stage stroke patients participated in the study. A multiple baseline single subject experimental design was utilized. Modified constraint-induced movement therapy was used according to the EXplaining PLastICITy after stroke protocol during baseline sessions...
November 2016: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/27942130/effects-of-virtual-reality-training-using-nintendo-wii-and-treadmill-walking-exercise-on-balance-and-walking-for-stroke-patients
#15
Yo-Soon Bang, Kyung Hyun Son, Hyun Jin Kim
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking...
November 2016: Journal of Physical Therapy Science
https://www.readbyqxmd.com/read/27920978/network-interactions-underlying-mirror-feedback-in-stroke-a-dynamic-causal-modeling-study
#16
Soha Saleh, Mathew Yarossi, Thushini Manuweera, Sergei Adamovich, Eugene Tunik
Mirror visual feedback (MVF) is potentially a powerful tool to facilitate recovery of disordered movement and stimulate activation of under-active brain areas due to stroke. The neural mechanisms underlying MVF have therefore been a focus of recent inquiry. Although it is known that sensorimotor areas can be activated via mirror feedback, the network interactions driving this effect remain unknown. The aim of the current study was to fill this gap by using dynamic causal modeling to test the interactions between regions in the frontal and parietal lobes that may be important for modulating the activation of the ipsilesional motor cortex during mirror visual feedback of unaffected hand movement in stroke patients...
2017: NeuroImage: Clinical
https://www.readbyqxmd.com/read/27895550/closed-loop-task-difficulty-adaptation-during-virtual-reality-reach-to-grasp-training-assisted-with-an-exoskeleton-for-stroke-rehabilitation
#17
Florian Grimm, Georgios Naros, Alireza Gharabaghi
Stroke patients with severe motor deficits of the upper extremity may practice rehabilitation exercises with the assistance of a multi-joint exoskeleton. Although this technology enables intensive task-oriented training, it may also lead to slacking when the assistance is too supportive. Preserving the engagement of the patients while providing "assistance-as-needed" during the exercises, therefore remains an ongoing challenge. We applied a commercially available seven degree-of-freedom arm exoskeleton to provide passive gravity compensation during task-oriented training in a virtual environment...
2016: Frontiers in Neuroscience
https://www.readbyqxmd.com/read/27885161/a-rehabilitation-internet-of-things-in-the-home-to-augment-motor-skills-and-exercise-training
#18
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...
March 2017: Neurorehabilitation and Neural Repair
https://www.readbyqxmd.com/read/27835977/is-upper-limb-virtual-reality-training-more-intensive-than-conventional-training-for-patients-in-the-subacute-phase-after-stroke-an-analysis-of-treatment-intensity-and-content
#19
RANDOMIZED CONTROLLED TRIAL
Iris Brunner, Jan Sture Skouen, Håkon Hofstad, Jörg Aßmuss, Frank Becker, Hanne Pallesen, Liselot Thijs, Geert Verheyden
BACKGROUND: Virtual reality (VR) training is thought to improve upper limb (UL) motor function after stroke when utilizing intensive training with many repetitions. The purpose of this study was to compare intensity and content of a VR training intervention to a conventional task-oriented intervention (CT). METHODS: A random sample of 50 video recordings was analyzed of patients with a broad range of UL motor impairments (mean age 61y, 22 women). Patients took part in the VIRTUES trial and were randomized to either VR or CT and stratified according to severity of paresis...
November 11, 2016: BMC Neurology
https://www.readbyqxmd.com/read/27829967/does-virtual-reality-based-kinect-dance-training-paradigm-improve-autonomic-nervous-system-modulation-in-individuals-with-chronic-stroke
#20
Luciana Maria Malosá Sampaio, Savitha Subramaniam, Ross Arena, Tanvi Bhatt
BACKGROUND: Physical inactivity and low resting heart rate variability (HRV) are associated with an increased cardiovascular deconditioning, risk of secondary stroke and mortality. Aerobic dance is a multidimensional physical activity and recent research supports its application as a valid alternative cardiovascular training. Furthermore, technological advances have facilitated the emergence of new approaches for exercise training holding promise, especially those methods that integrate rehabilitation with virtual gaming...
October 2016: Journal of Vascular and Interventional Neurology
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