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Convergence insufficiency is characterized by an inability to maintain effortless alignment of the two eyes (binocular convergence) while performing near tasks. Conventional rehabilitative vision therapy for the condition is monotonous and dull, leading to low levels of compliance. If the therapy is not performed then improvements in the condition are unlikely. This paper examines the use of computer...
We present AudiodMC, an audio-based concept map design program for blind users aimed at virtual training and rehabilitation. We analyze the stages involved in the design of AudiodMC from a user-centered design perspective, considering user involvement and usability testing. The results show a high level of user acceptance, identifying key sound characteristics that help blind learners to learn concept...
Deficits in upper limb function are common among patients with traumatic brain injury (TBI). Accordingly, new technologies, such as virtual reality (VR), are being developed to further upper limb rehabilitation. The study described here successfully trialed a table-top VR-based system (called Elements). Two patients with TBI participated in case-studies using a multiple-baseline, AB time-sequence...
The design of a wearable upper extremity therapy robot RUPERT IVtrade (Robotic Upper Extremity Repetitive Trainer) device is presented. It is designed to assist in repetitive therapy tasks related to activities of daily living which has been advocated for being more effective for functional recovery. RUPERTtrade has five actuated degrees of freedom driven by compliant and safe pneumatic muscle actuators...
The paper presents the development of the virtual reality environment for the joint goniogram controlled dynamometer. The gait goniogram was provided to the dynamometer which performed the requested movement. During the procedure the subject was asked to generate adequate joint torque to control the object in the virtual reality environment. The virtual reality task was prepared in the way that the...
In our everyday lives the fundamental role played by sensory systems, such as vision, hearing, and touch, is often taken for granted. Most of the information for the cognitive mapping of spaces used by people who are sighted is gathered through the visual channel. Unfortunately, people who are blind or have low vision lack the ability to collect the required visual information either in advance or...
The importance of systematic usability evaluation of virtual rehabilitation systems cannot be underestimated. We have developed a virtual rehabilitation system with the functionality to guide a user through a therapeutic exercise programme. Progression is determined by userspsila ability to replicate movements as demonstrated by an on-screen character. Visual and auditory corrective feedback is provided...
Doctors, dentists, nurses, athletic trainers, occupational therapists and allied health-care professionals are expected to learn the linkage between anatomy, physiology and ultimately functional-performance of muscles i.e. how muscles affect movement or which sets of muscles carry various loads. However the extent of understanding of functional-performance that can be imparted in a didactic-lecture...
Virtual reality (VR) is being used increasingly in many fields of medicine, including rehabilitation. Both 2D and 3D virtual environments (VEs) can be viewed either through a head mounted display (HMD) or on a screen (computer monitor and rear projection system, SPS). However, the question of whether the medium through which the environment is viewed affects motor performance has not been addressed...
This work reports the computer resources and assistive technologies for motor impaired people currently used in Brazil and proposes an alternative for generating accessibility tools. Then we present the TUPI Toolkit, a library of components to develop accessibility systems for persons with motor impairments. This system enables the creation of versatile adaptive programs relying on very little effort...
Children with limitations in mobility greatly benefit from training to acquire the skills necessary for the safe operation of a powered wheelchair (PW). Proper training leads to safer and more frequent use of the PW, which in turn has an important impact on quality of life. Training can be difficult to accomplish, especially in children with sever physical or cognitive disabilities. A virtual reality...
This paper presents the game Myo-Pong, a simple graphical table-tennis game included in the portable UVa Neuromuscular Training System (UVa-NTS). Myo-Pong demonstrates the capabilities of the UVa-NTS as a myoelectric real-time system for training and for playing by means of myoelectric control.
Kinematics of reaching and grasping movements to physical and virtual objects placed on a table in front of the body midline were compared in 10 healthy and 12 hemiparetic subjects post-stroke. Despite minor differences in performance variables (movement time, arm trajectory) and joint ranges, arm and hand movement patterns were similar in the two environments. Differences may be due to attributes...
A tactile feedback system, featuring pneumatically-controlled silicone balloon actuators and piezoresistive force sensors, has been developed to provide augmentative sensory feedback to lower-limb amputees. This system may potentially improve the rehabilitation of lower-limb amputees by transferring otherwise absent force information from the base of the prosthesis to pressure stimuli at the upper...
When one changes direction or turns the head while walking, the optic flow projected at the retina is a complex pattern that consists of a translational and a rotational flow. It is not clear whether the perception of rotational vs. translational components can be extracted from the retinal flow alone or whether extra-retinal cues such as vestibular and eye/neck proprioceptive information are required...
Postural adjustments are essential for voluntary movement as they provide the foundation for motor performance. Yet the time-course of learning postural adjustments, the specificity of learning and the ability to effectively retain this knowledge are not well known. The objective of this research was to study the characteristics of the acquisition of postural control skills in healthy adults within...
Virtual reality-based computer games may be a useful way to develop motor skills and increase activity levels in children. We have developed an interactive computer platform where users must tilt a wobble board to complete on-screen computer game tasks. We have conducted a pilot study with 81 school children who played the game and used a questionnaire to gather information on children's enjoyment...
In this study we characterized patterns of arm and trunk movement during hand reaching in two environments: virtual and physical. In the virtual environment, subjects used less trunk displacement, had jerkier and larger hand paths, and used more arm torsion around the shoulder-hand distal vector. In conclusion, virtual and physical environments do not generate identical motor performances. Differences...
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