The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Most virtual reality rehabilitation of balance and mobility studies about persons post-stoke report body function structure and activity level outcomes of the International Classification of Function. Only a few investigators have reported participation outcomes. Patient-centered approach to incorporating video games into the plan of care would require the use of participation outcomes. The purpose...
Motivation and commitment are major factors in the effectiveness of a rehabilitation treatment. To increase the level of interest of disabled children in their rehabilitation training session, a game that uses the Lokomat as input controls has been developed. The game consists of an endless runner (actually an endless walker) on a dock with various obstacles randomly appearing that the player must...
Chronic Obstructive Pulmonary Disease (COPD) is a highly prevalent condition with a deterioration of the quality of life, physical function, and important morbidity. Exercise has been shown that it can improve physical capacity and a better quality of life. The objective was to observe the feasibility of using a new gameplay exergame approach safely and easily with this population. Furthermore, quadricep...
The aim of this paper is to present a comparison between the performance of virtual and conventional rehabilitation of upper limb gross motor function. To this purpose we define two rehabilitation exercises with a high degree of similarity. The virtual exercise is a computer implementation of the well known game “whack a mole” and the conventional exercise is based on a “shape-sorter” didactic toy...
Balance is an important aspect in daily life, and is frequently affected following stroke. Stroke rehabilitation usually involves practicing/regaining gross motor activities in a variety of settings. Using virtual reality platforms to enhance balance is growing though there is still lack of robust evidence. Forteen stroke survivors participated in a balance rehabilitation therapy using either Wii...
This paper describes the planning and the implementation of a serious game (SG) for the improvement of attention skills in children with Attention Deficit-Hyperactivity Disorders (ADHD) to promote learning and autonomous management of impulsive behaviors and to inhibit irrelevant thoughts. The SG, called Antonyms, is a personal computer videogame consisting of a series of activities, each eliciting...
This study aimed to confirm the possibility of using flickering video for mirror neuron action and SSVEP evocation, which is useful for the BCI rehabilitation game. Subjects were asked to watch the videos of upper limb motion and visual white noise. The videos were flickered at a rate of 20 Hz. Twenty subjects were recruited and asked to watch the flickering videos while an EEG signal was recorded...
7 patients (5 women, 2 men, mean age = 66 years, number of years of illness = 11 years) were included without any change of medicines during study. There were no adverse effect of self rehabilitation by BYM system. Mean compliance was 93% (an average of 21 days on 23 days of protocol). For each subject, performance on the different walking tests was improved: + 7.7% on the 6-minute test (pre = 356m,...
Acquired brain injury (ABI) is a leading cause of long-term cognitive disability, often involving deficits in executive functions (EF). ABI patients usually stop receiving cognitive treatment when leaving the rehabilitation facility or shortly thereafter, due to the high cost of therapy sessions and the mobility requirement to access therapy. Software solutions offer a promising tool for accessible...
Successful prosthesis use is largely dependent on providing patients with high-quality, individualized pre-prosthetic training, ideally completed under the supervision of a trained therapist. Computer-based training systems, or ‘virtual coaches,’ designed to augment rehabilitation training protocols are an emerging area of research and could be a convenient and low-cost alternative to supplement the...
The management and rehabilitation of elderly patients within the context during the acute phase of a hospitalization remains a challenge for physicians. The use of commercial video games is becoming more popular for rehabilitation of elderly subjects and patients. However, the efficacy of this kind of intervention is not clear yet, especially at the hospital. Furthermore, there are some limitations...
Muscle weakness has been identified as the major functional impairment that stroke patients encounter. We developed two games for strength training of the arm that can be played with an exoskeleton robot: 1) A sustained arm flexor muscles' action protocol, where the training is adapted online within the movement considering the individual torque profile and 2) an isometric explosive-type rate of torque...
Preliminary analyses were performed on the current sample of forty-five participants. Inspection of strategies in the Starmaze task showed that 50% of participants who completed the egocentric training changed navigation strategy in the post-training trial. 22.22% of participants who received the allocentric training shifted strategy in the post-training trial. 18.75% and 16.67% of participants adopted...
This paper describes the design of a training program for adults with cognitive impairments associated to brain damages. The goal is to improve flexibility through a creative thinking approach inspired to everyday problems and challenges with the innovative support of technology. The training is grounded on the three fundamental components of creativity: widening, connecting, and reorganizing. It...
In clinical environment there is a lack of adequate tool to evaluate visually guided weight-shifting ability. This proof of concept study demonstrates that a video game combining a Kinect camera and a Wii balance board can adequately characterize the strategy used to perform medio-lateral weight-shifting in a context of visually guided and task-oriented movements.
Artificial intelligence (AI) agent created with Deep Q-Networks (DQN) can defeat human agents in video games. Despite its high performance, DQN often exhibits odd behaviors, which could be immersion-breaking against the purpose of creating game AI. Moreover, DQN is capable of reacting to the game environment much faster than humans, making itself invincible (thus not fun to play with) in certain types...
Upper limb (UL) hemiparesis is frequently a disabling consequence of stroke. The ability to improve UL functioning is associated with motor relearning and experience dependent neuroplasticity. Interventions such as non-invasive brain stimulation (NIBS) and task-practice in virtual environments (VEs) can influence motor relearning as well as adaptive plasticity. However, the effectiveness of a combination...
Opponent modeling is an essential approach for building competitive computer agents in imperfect information games. This paper presents a novel approach to accelerate the convergence process in opponent modeling. The approach applies neural network (ANN) to abstract and build an endgame data set of imperfect information game. Based on a labeled database of author's previous work, several parameters...
The rapid advances of technologies, especially the mobile and wireless ones, are changing the society. The school as one of the gears of society is affected by these advances. The purposes of this study were to analyze the applications that help the higher education teacher to organize the digital material for the student and to know the opinion of higher education teachers who attend training meetings...
Games development can be considered a constantly evolving area that requires a considerable effort by the developers to create elements that capture the players' attention. Researches indicate that games can produce a high engagement, which indicate their potential as tools for education, training or awareness. Games designed with a primary purpose other than entertaining, such as the applications...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.