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Attention deficits are a highly prevalent result of traumatic brain injury (TBI) that has a profound effect on an individual's functional abilities. However, studies that test the severely impaired inpatient population are scarce. 21 severe TBI inpatients completed 2-week intervention (either visuo-haptic environment training or standard attention training). Results indicate that patients who received...
Despite its significant benefits, clinical adoption of virtual rehabilitation is slow. One reason is that current systems are typically constrained to providing therapy for one specific motor deficit with a limited number of pre-defined therapeutic game exercises. Any adjustments to these exercises require highlevel programming knowledge beyond the therapists' skill level. With our adaptive MATLAB-based...
The goal was to evaluate the clinical effectiveness of a quasi-home-based tele-motion-rehabilitation (TMR) program, using the Gertner System, in improving functional ability of the weak upper extremity post-stroke. Eighteen adults with stroke were randomized into two groups; a quasi-home-based TMR program and a self-training upper extremity home exercise group. No between groups differences were found...
Young adults aged 18–24 account for a disproportionate number of motor vehicle accidents, yet the neurocognitive factors that contribute to increased crash risk are not often studied in this age group. The present study examined the contributions of risk taking propensity, executive functioning, and attention to performance on a virtual reality driving task. Participants completed a driving task,...
Under optimal conditions, providing language therapy to persons with aphasia (PWA) is an intensive and dynamic process which results in improved verbal communication and greater participation in everyday life. However, due to cuts in health care spending, PWAs are not receiving the necessary amount of language therapy to achieve significant gains in language abilities. Recent developments of computerized...
We studied the effects of visual scenery modulation related to path inclination on gait performance. So far, seven young healthy adults were tested with an advanced virtual reality (VR) system. While walking on treadmill in a self-paced mode in straight, uphill and downhill inclinations, the subjects were exposed to visual scenery providing visual flow presenting either conflicting or matching visual...
A virtual environment for stroke therapy and the protocol of a pilot study that is ongoing to test the system are presented. The virtual environment utilizes abstract and fictive visualizations of human upper body movements to foster exercise and motor learning after a stroke.
This study attempts to identify a difference between a virtually simulated program of repetitive task practice and a similar program of traditionally presented activities. 30 subjects with chronic stroke performed one of the two programs for eight three hour sessions which were performed in a two week period. Both groups demonstrated statistically significant improvements in Upper Extemity Fugyl-Meyer...
Low cost depth sensors could potentially allow for home-based care and rehabilitation using virtual systems. Currently, no publicly available and peer-reviewed assessment has been made on the accuracy of joint position data determined by the Microsoft KinectTM for assessment of upper extremity movements. We devised and validated clinically-based angle classifications for random arm movements in 3D-space,...
A virtual reality simulator can provide a safe environment to practice power wheelchair skills. We developed a virtual community center through an iterative process based on expert user feedback. A team including occupational therapists, researchers and game developers created a first version. Feedback led to a second version, which was evaluated by a larger group of clinicians and young wheelchair...
Therapeutic games motivate patients and intrinsically generate a large number of movement repetitions that is key to inducing brain plasticity and facilitating recovery. While virtual rehabilitation has gained clinical acceptance, bimanual therapy is less developed at this time. The novel RABBIT system combines physical and cognitive training via integrative game-play sessions. Using the Razer Hydra...
This paper presents preliminary data on investigating the effect of a novel grip coordination exercise using a robotic interface to improve coordination between wrist and fingers following stroke. Pilot data from a post-stroke subject indicates that after receiving 4 weeks (1 hour × 3 days per week) of grip coordination training, the subject significantly reduced the grip force used in performing...
Sensory impairments resulting from stroke increase the difficulty of performing activities of daily living and motor rehabilitation. Despite this, present-day VR rehabilitation systems do not assess tactile sensory function, nor provide feedback to help retraining of tactile perception. We assessed the use of low-cost vibration motors to provide elaborate feedback by investigating various parameters...
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