Literature DB >> 21131259

Development of an interactive game-based rehabilitation tool for dynamic balance training.

BeLinda Lange1, Sheryl Flynn, Rachel Proffitt, Chien-Yen Chang, Albert Skip Rizzo.   

Abstract

Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.

Entities:  

Mesh:

Year:  2010        PMID: 21131259     DOI: 10.1310/tsr1705-345

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  45 in total

1.  Comparison between Nintendo Wii Fit and conventional rehabilitation on functional performance outcomes after hamstring anterior cruciate ligament reconstruction: prospective, randomized, controlled, double-blind clinical trial.

Authors:  Gul Baltaci; Gulcan Harput; Bunyamin Haksever; Burak Ulusoy; Hamza Ozer
Journal:  Knee Surg Sports Traumatol Arthrosc       Date:  2012-04-29       Impact factor: 4.342

2.  Feasibility of Computer-Based Videogame Therapy for Children with Cerebral Palsy.

Authors:  Sandra Radtka; Robert Hone; Charles Brown; Judy Mastick; Marsha E Melnick; Glenna A Dowling
Journal:  Games Health J       Date:  2013-08

3.  New directions in virtual environments and gaming to address obesity and diabetes: industry perspective.

Authors:  Barb Ruppert
Journal:  J Diabetes Sci Technol       Date:  2011-03-01

Review 4.  The role of extended reality technology in healthcare education: Towards a learner-centred approach.

Authors:  Abison Logeswaran; Chris Munsch; Yu Jeat Chong; Neil Ralph; Jo McCrossnan
Journal:  Future Healthc J       Date:  2021-03

5.  Effect of transcranial direct current stimulation combined with gait and mobility training on functionality in children with cerebral palsy: study protocol for a double-blind randomized controlled clinical trial.

Authors:  Luanda André Collange Grecco; Natália de Almeida Carvalho Duarte; Mariana Emerenciano de Mendonça; Hugo Pasini; Vânia Lúcia Costa de Carvalho Lima; Renata Calhes Franco; Luis Vicente Franco de Oliveira; Paulo de Tarso Camilo de Carvalho; João Carlos Ferrari Corrêa; Nelci Zanon Collange; Luciana Maria Malosá Sampaio; Manuela Galli; Felipe Fregni; Claudia Santos Oliveira
Journal:  BMC Pediatr       Date:  2013-10-11       Impact factor: 2.125

6.  Effects of Short-Term Training of Community-Dwelling Elderly with Modular Interactive Tiles.

Authors:  Henrik Hautop Lund; Jari Due Jessen
Journal:  Games Health J       Date:  2014-10-01

7.  Interactive Tools for Measuring Visual Scanning Performance and Reaction Time.

Authors:  Johnell Brooks; Julia Seeanner; Sarah Hennessy; Joseph Manganelli; Matthew Crisler; Patrick Rosopa; Casey Jenkins; Michael Anderson; Nathalie Drouin; Leah Belle; Constance Truesdail; Stephanie Tanner
Journal:  Am J Occup Ther       Date:  2017 Mar/Apr

8.  Validity and reliability of Nintendo Wii Fit balance scores.

Authors:  Erik A Wikstrom
Journal:  J Athl Train       Date:  2012 May-Jun       Impact factor: 2.860

9.  Does Virtual Reality-based Kinect Dance Training Paradigm Improve Autonomic Nervous System Modulation in Individuals with Chronic Stroke?

Authors:  Luciana Maria Malosá Sampaio; Savitha Subramaniam; Ross Arena; Tanvi Bhatt
Journal:  J Vasc Interv Neurol       Date:  2016-10

10.  Evaluating the Effects of Kinesthetic Biofeedback Delivered Using Reaction Wheels on Standing Balance.

Authors:  Muhammad Raheel Afzal; Amre Eizad; Carlos Ernesto Palo Peña; Jungwon Yoon
Journal:  J Healthc Eng       Date:  2018-06-11       Impact factor: 2.682

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