Literature DB >> 20071262

Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy.

Meghan Huber1, Bryan Rabin, Ciprian Docan, Grigore C Burdea, Moustafa AbdelBaky, Meredith R Golomb.   

Abstract

The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.

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Year:  2010        PMID: 20071262     DOI: 10.1109/TITB.2009.2038995

Source DB:  PubMed          Journal:  IEEE Trans Inf Technol Biomed        ISSN: 1089-7771


  13 in total

1.  Implicit guidance to stable performance in a rhythmic perceptual-motor skill.

Authors:  Meghan E Huber; Dagmar Sternad
Journal:  Exp Brain Res       Date:  2015-03-28       Impact factor: 1.972

2.  Validity and reliability of Kinect skeleton for measuring shoulder joint angles: a feasibility study.

Authors:  M E Huber; A L Seitz; M Leeser; D Sternad
Journal:  Physiotherapy       Date:  2015-04-09       Impact factor: 3.358

3.  Maintained hand function and forearm bone health 14 months after an in-home virtual-reality videogame hand telerehabilitation intervention in an adolescent with hemiplegic cerebral palsy.

Authors:  Meredith R Golomb; Stuart J Warden; Elaine Fess; Bryan Rabin; Janell Yonkman; Bridget Shirley; Grigore C Burdea
Journal:  J Child Neurol       Date:  2011-03       Impact factor: 1.987

4.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

5.  Complex versus simple ankle movement training in stroke using telerehabilitation: a randomized controlled trial.

Authors:  Huiqiong Deng; William K Durfee; David J Nuckley; Brandon S Rheude; Amy E Severson; Katie M Skluzacek; Kristen K Spindler; Cynthia S Davey; James R Carey
Journal:  Phys Ther       Date:  2011-11-17

6.  In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming.

Authors:  Alexandra L Borstad; Roger Crawfis; Kala Phillips; Linda Pax Lowes; David Maung; Ryan McPherson; Amelia Siles; Lise Worthen-Chaudhari; Lynne V Gauthier
Journal:  J Patient Cent Res Rev       Date:  2018-01-30

7.  A fully immersive set-up for remote interaction and neurorehabilitation based on virtual body ownership.

Authors:  Daniel Perez-Marcos; Massimiliano Solazzi; William Steptoe; Oyewole Oyekoya; Antonio Frisoli; Tim Weyrich; Anthony Steed; Franco Tecchia; Mel Slater; Maria V Sanchez-Vives
Journal:  Front Neurol       Date:  2012-07-10       Impact factor: 4.003

8.  Exploiting upper-limb functional principal components for human-like motion generation of anthropomorphic robots.

Authors:  Giuseppe Averta; Cosimo Della Santina; Gaetano Valenza; Antonio Bicchi; Matteo Bianchi
Journal:  J Neuroeng Rehabil       Date:  2020-05-13       Impact factor: 4.262

9.  Preparing a neuropediatric upper limb exergame rehabilitation system for home-use: a feasibility study.

Authors:  Corinna N Gerber; Bettina Kunz; Hubertus J A van Hedel
Journal:  J Neuroeng Rehabil       Date:  2016-03-23       Impact factor: 4.262

10.  Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.

Authors:  Marisa Sevick; Elizabeth Eklund; Allison Mensch; Matthew Foreman; John Standeven; Jack Engsberg
Journal:  Behav Sci (Basel)       Date:  2016-06-07
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