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Adaptation of sensorimotor processes has been studied for over a century. However, rigorous experimental approaches require controlling as many variables as possible to study the phenomenon, which limits generalizability. Conversely testing adaptation in an unconstrained ecologically valid situation makes it difficult to identify what parameters affect this process. This study utilizes virtual environments...
Impairments in executive functions (EF) negatively impact the capacity for independent living, damaging personal autonomy, and diminishing quality of life. Virtual environments offer an ecologically valid way to evaluate a person's ability to carry out tasks that depend on EFs. The purpose of this pilot study was to evaluate the feasibility of a virtual reality office task, the Assessim Office (AO),...
Approximately 70% of individuals with spinal injury eventually develop shoulder pain. A home exercise program can reduce this pain. Virtual reality gaming (VRG) may enhance motivation for exercise. This study aimed to determine if performance of shoulder exercises integrated into VRG results in similar muscle activation as non-VRG exercise. Five volunteers with paraplegia performed shoulder exercises...
We investigated the effect of aging during a dual task paradigm involving a postural and cognitive task. We measured postural sway and performance in a virtual environment. Older adults had increased response times and decreased accuracy compared to younger adults. Compared to young adults, older adults displayed a tighter control of the center of pressure, decreased sway in standing, while performing...
Virtual environments (VEs) that represent real spaces give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the real space. In this research study Nintendo Wii based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space. By...
This paper proposes the implementation of an EEG application as an adaptive treatment strategy for improving control and comfort for use of upper limb prosthetic. This element is an important object of study around the world, in order to present brainwaves as a way of control. This technology demonstrates efficient way for improving adaptations for upper limb patients using direct connection between...
Stepping games with Dance Mat has been developed to extend Web-based home rehabilitation gaming system for patients with movement disorders. Preliminary assessment of the games was performed on five patients with Cerebral Palsy that conducted daily home training sessions for a period of two weeks. The patients have been assessed by following tests: Timed Up and Go test, Pediatric Balance Scale, Four...
Virtual reality (VR) technology holds great promise for stroke rehabilitation. However, clinicians face challenges when integrating VR into clinical practice, including the limited availability of training to implement VR-based therapy using a motor learning approach. This poster describes a study in which a knowledge translation (KT) strategy designed to promote the motor learning-based clinical...
The evolution of technology generates a wide number of devices, which can be useful for different applications. Microsoft-KinectTM is one of these devices and in this study we used its features in order to project and develop solutions for postural rehabilitation. Particularly, we developed a system capable to record biomechanical data and return an audio-visual biofeedback regarding the correct/incorrect...
Background: Early definitions of mild cognitive impairment (MCI) excluded the presence of functional impairment; instead, preservation of a person's ability to perform activities of daily living (ADL) was a diagnostic criterion. However, recent studies have reported varying degrees of functional impairment associated with MCI. Hence, we aimed to assess the potential functional impairment associated...
We present an auditory feedback system to assist learning the single-legged stance on a slackline, sensing the user's posture with a Microsoft Kinect. Slacklining, or walking on an elevated length of tensioned webbing, has been associated with improved core strength, balance and concentration and may have applications for balance rehabilitation and research. Based on the considerable body of research...
Visual field immersion and plantar vibration effects on balance were examined. Healthy adults stood quietly in a 3-wall immersive virtual environment (VE) and with a 3DTV for four trials while: barefoot, barefoot on foam, and wearing shoes on foam with and without sub-threshold plantar vibration. RMS of center of pressure velocity were significantly larger in VE than 3DTV (p<0.0002). Responses...
Children with Autism Spectrum Disorders (ASD) have difficulties engaging in imitation behavior. Available clinical tests that evaluate imitation rely on subjective observation and categorical “yes” or “no” data. We describe the development of a method to quantify imitation using a robot, kinematic data and a Dynamic Time Warping algorithm. A realistic-looking robot performed movements such as “waving...
This Autism spectrum disorders (ASD) are among the most common pediatric diagnoses. Using child friendly interactive virtual environments we evaluated motor function as children performed dynamic tasks, such as pointing, reaching, standing balance and walking. Seven pairs of boys with ASD and age-matched controls between 2 and 12 years old participated. Although motor difficulties are not considered...
Aphasia is an acquired communication disorder that affects the ability to speak and understand spoken language. The purpose of this project is to create a virtual clinician to help individuals with aphasia practice self-initiated speech in everyday communication situations. The project will gauge the interaction and quality of this virtual clinician against those of a real clinician. The first of...
Virtual Reality for walking rehabilitation is becoming increasingly common, but there are few guidelines in the literature to assist in application design. We present evidence from a series of empirical studies to demonstrate the effect of a number of factors within VR systems on walking and movement perception. Walking speed is differentially influenced by the type of walking interface, visual gain,...
This study evaluated the kinematic validity of Microsoft Kinect skeletal tracking for use with an upper limb virtual reality rehabilitation system. We determined the extent to which Kinect tracking of hand position, elbow angle, and trunk position matched that recorded by a motion tracking system over a range of Kinect camera positions. The optimal Kinect camera position was between 1.45m and 1.75m...
Individuals with stroke demonstrate deficits in community ambulation, which may be related to deficits in obstacle avoidance. We have devised a VR paradigm to assess locomotor strategies for obstacle circumvention. Four individuals with chronic stroke and four healthy controls walked towards a target while in the presence of a moving obstacle. Dynamic clearance from the obstacle was smaller among...
Persons with visuospatial neglect are at risk of colliding with objects while walking due to their inattention to the contralesional space. Twelve participants were assessed on their ability to avoid moving obstacles while walking. Collisions were observed for head-on and contralesionally approaching obstacles, but not for ipsilesional ones. Participants showed delayed responses and maintained smaller...
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