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A Stereoscopic Motion Tracking System is being developed for use with a video game system for rehabilitation of children affected by Cerebral Palsy. Two cameras will be used to track the (x, y) location of a motion, using stereoscopic principles this data will be used to calculate the Z location of the motion. This data will be collected for the duration of a game. Tracking the motion of a child playing...
This paper describes a video game for the rehabilitation of the pronation and supination movements of children with cerebral palsy. It is used as an interface for a robot that is currently under development. The game was programmed in LabVIEW and MATLAB is used for analyzing the results. It simulates a formula one racecar on a racetrack. Its objective is to keep the car inside the racetrack's limits...
This paper will describe the NJIT-RAVR system, which combines adaptive robotics with complex VR simulations for the rehabilitation of upper extremity impairments and function in children with CP. The feasibility of this system is examined in the context of two pilot studies. The NJIT-RAVR system consists of the Haptic Master, a 6 degrees of freedom, admittance controlled robot and a suite of rehabilitation...
The rehabilitation in children with Spastic Hemiparesis is essential to recover voluntary movement. The lack of low-cost robotic devices for treating this condition in Mexico motivated the development of a useful device using comfortable, lightweight and durable materials. The device is an active assisting and portable mechanism that improves the motor abilities of the upper body (arms and hands)...
Following a critical illness, technology-dependent children on chronic ventilator support require specialized care to facilitate recovery and rehabilitation that minimally impedes social and psychological development. Intervention strategies have been confounded by the need for frequent assessment via physical exam in a relatively immobile patient population. The availability of technology that enables...
Cerebral palsy is a non-progressive neurological disorder caused by disturbances to the developing brain. Physical and occupational therapy, if started at a young age, can help minimizing complications such as joint contractures, and can improve limb range of motion and coordination. While current forms of therapy for children with cerebral palsy are effective in minimizing symptoms, many children...
The current study introduces a novel rehabilitation robot for treatment of impaired ankle in children with cerebral palsy (CP). The treatment consisted of passive stretching under intelligent control and active movement training with motivating game-playing using the portable robot. After 18 sessions of training (3 sessions/week for 6 weeks), we found significant improvement in 12 children with CP...
Some parents of non-ambulatory children are not eager to allow their children to use powered wheelchairs because of apprehension of further deterioration of their functionality and the risk for accidents. The authors think that not all but some such children could develop their ability to operate powered wheelchairs and might expand their knowledge about the circumstances and interests in them. Thus...
Development of an interactive system to treat patients with movement impairments of the upper extremity is described. Gestures and movement of patients as instructed by therapists are detected by accelerometers and feedback is provided directly to the patient via a robot.
This article presents an experiment conducted with an augmented reality musical system for music therapy. In this system, colored cards with graphic symbols replace the music keyboard. Unlike the keyboard, composed of unchangeable and fixed keys, in this system the therapist can print cards of different sizes and place them in various ways, according to the desired motor exercise. Each card represents...
This paper demonstrates the design and control of an active gait trainer for children with walking disabilities. Compared to the traditional rehabilitation procedures in which two or three trainers are required to assist the patient, a motor-driven mechanism was constructed to improve the efficiency of the procedures. The work was carried out in four steps. First, a six-bar mechanism was designed...
Attention-deficit/hyperactivity disorder (ADHD) is one of the most prevalent psychiatric childhood disorders. Good clinical practices are therefore needed regarding both assessment and therapy. In which assessment is concerned, valid instruments are available, one of the last developments in the field being the virtual reality guided assessment (VirtualClassroom). Regarding intervention, the multimodal,...
A CVA or stroke is frequently a life changing event for both the person suffering the CVA as well as their immediate family. At Eindhoven University of Technology we focus on facilitating people's continued rehabilitation at home using digital games as a rehabilitation platform. As a first step we have recently conducted a requirements analyses from which we concluded that: (1) social support is critical...
Visual and auditory feedback cues have been shown to improve gait and balance in patients with movement disorders, such as Parkinson's disease and multiple sclerosis. Subsequently, closed-loop virtual reality was used to enhance the gait improvement effect of such cues. Objectives: To study the effects of gait training with visual and auditory feedback cues on the walking abilities of patients with...
As part of a larger study evaluating the effects of trunk restraint on the kinematics of arm movements in children with cerebral palsy (CP), we evaluated the level of cooperation and satisfaction of the children when practicing arm and hand movements during play-like activities in a physical environment (PE) compared to a video-capture based (IREX, GestureTek) virtual environment (VE) using 5-point...
This paper will describe the NJIT-RAVR system, which combines adaptive robotics with complex VR simulations for the rehabilitation of upper extremity impairments and function in children with CP. The feasibility of this system is examined in the context of two pilot studies. The NJIT-RAVR system consists of the Haptic Master, a 6 degrees of freedom, admittance controlled robot and a suite of rehabilitation...
Virtual reality enables dynamic interaction between children and their environments, and active engagement in functional activities using a highly motivating, user-friendly and safe interface. The present work describes a new virtual environment, the Meal-Maker, created to evaluate and treat functional performance in a familiar context (kitchen) for children with cerebral palsy.
While society is partly responsible for a feeling of isolation among children with learning disabilities, this isolation is exacerbated by the child's inability to adjust psychosocially. The authors hypothesize that social inclusion will be a natural outcome if technology can restore or assist the ability of basic self-expression and self-growth. One of the most promising methods of expression for...
The purpose of this study is to evaluate the usefulness of salivary alpha(alpha)-amylase activity (sAMY) using a chemical sensor as a mental health index in human for a human-machine interface. Seventy healthy subjects were enrolled (12-13 yr). A General Health Questionnaire (GHQ-28) and a State-Trait Anxiety Inventory (STAI) were conducted as subjective evaluations; from these the all subjects were...
This article presents the design process of Iromec, a modular robot companion tailored towards engaging in social exchanges with children with different disabilities with the aim to empower them to discover a wide rage of play styles from solitary to social and cooperative play. In particular this paper describes the design process from the elicitation of user requirements related to three main target...
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