Literature DB >> 21548859

Facilitating clinical decision-making about the use of virtual reality within paediatric motor rehabilitation: application of a classification framework.

Danielle E Levac1, Jane Galvin.   

Abstract

AIM: Multiple virtual reality (VR) systems are used to improve motor function in children and youth with neurological impairments. Galvin and Levac developed a classification framework to facilitate clinical decision-making about VR system use. This paper applies the classification framework to identify its strengths and limitations.
METHOD: The classification framework is applied to three case studies where therapists may consider using VR with children involved in paediatric rehabilitation programmes.
RESULTS: The classification framework identified VR systems that met each child's individual needs. The relevance of each category to clinical decision-making varied depending on each child's goals. Categories requiring further development and suggestions for additional categories are discussed.
CONCLUSIONS: The classification framework facilitates child-centred decision-making about the use of VR as a therapeutic intervention. It has shown initial utility but requires further validation with clinicians working in a variety of clinical settings and with a range of client populations.

Entities:  

Mesh:

Year:  2011        PMID: 21548859     DOI: 10.3109/17518423.2011.554487

Source DB:  PubMed          Journal:  Dev Neurorehabil        ISSN: 1751-8423            Impact factor:   2.308


  4 in total

1.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

2.  Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Authors:  Judith E Deutsch; Sarah Westcott McCoy
Journal:  Pediatr Phys Ther       Date:  2017-07       Impact factor: 3.049

3.  A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia A Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  BMC Health Serv Res       Date:  2016-10-06       Impact factor: 2.655

4.  Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.

Authors:  Judith E Deutsch; Aurora James-Palmer; Harish Damodaran; Urska Puh
Journal:  J Neuroeng Rehabil       Date:  2021-04-14       Impact factor: 4.262

  4 in total

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