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1.
Braz. j. biol ; 84: e251970, 2024. tab, graf
Article in English | LILACS, VETINDEX | ID: biblio-1345559

ABSTRACT

Abstract In order to better understand the ossification processes in anurans our study was carried out on tadpoles and adults of Lithobates catesbeianus. In this sense, we characterized the kinetic properties of alkaline phosphatase with p-nitrophenylphosphatase (pNPP) and pyrophosphate (PPi) and evaluated the activities of tartrate-resistant acid phosphatase and acid phosphatase. The enzyme extracts were obtained from tadpoles and adult femurs, which were divided into epiphysis and diaphysis. After homogenization, the samples were submitted to differential centrifugation to obtain cell membranes and, further, to phospholipase C (PIPLC) treatment, to remove membrane-bound proteins anchored by phosphatidylinositol. The average of specific activity for pNPP hydrolysis (at pH 10.5) by alkaline phosphatase released by phosphatidylinositol-specific phospholipase C (PIPLC) from Bacillus cereus among different bone regions at different animal ages was 1,142.57 U.mg-1, while for PPi hydrolysis (at pH 8.0), it was 1,433.82 U.mg-1. Among the compounds tested for enzymatic activity, the one that influenced the most was EDTA, with approximately 67% of inhibition for pNPPase activity and 77% for PPase activity. In the case of kinetic parameters, the enzyme showed a "Michaelian" behavior for pNPP and PPi hydrolysis. The Km value was around 0.6mM for pNPPase activity and ranged from 0.01 to 0.11mM for PPase activity, indicating that the enzyme has a higher affinity for this substrate. The study of pNPP and PPi hydrolysis by the enzyme revealed that the optimum pH of actuation for pNPP was 10.5, while for PPi, which is considered the true substrate of alkaline phosphatase, was 8.0, close to the physiological value. The results show that regardless of the ossification type that occurs, the same enzyme or isoenzymes act on the different bone regions and different life stages of anurans. The similarity of the results of studies with other vertebrates shows that anurans can be considered excellent animal models for the study of biological calcification.


Resumo Para melhor compreender o processo de ossificação em anuros, nosso estudo foi conduzido em girinos e adultos de Lithobates catesbeianus. Nesse sentido, as propriedades cinéticas da fosfatase alcalina com p-nitrofenilfosfato (pNPP) e pirofosfato (PPi) foram caracterizadas, e as atividades enzimáticas das fosfatases ácida e ácida tartarato resistente foram avaliadas. Os extratos enzimáticos foram obtidos de fêmur de girinos e adultos, divididos em epífise e diáfise. Após a homogeneização as amostras foram submetidas à centrifugação diferencial para obter membrana celular e, em seguida, ao tratamento com fosfolipase C (PIPLC), para remover as proteínas de membrana ancoradas por fosfatidilinositol. A média da atividade específica da fosfatase alcalina, liberada pela PIPLC de Bacillus cereus, para a hidrólise de pNPP (pH 10,5) nas diferentes regiões do fêmur e idades dos animais foi de 1.142,57 U.mg-1, enquanto para a hidrólise do PPi (pH 8,0) foi de 1.433,82 U.mg-1. Entre os compostos testados para a atividade enzimática, o de maior influência foi o EDTA, inibindo aproximadamente 67% e 77% das atividades de pNPPase e PPase, respectivamente. Quanto aos parâmetros cinéticos, a enzima apresentou comportamento Michaeliano para a hidrólise dos dois substratos. O valor de Km foi de 0,6 mM para a atividade de pNPPase e variou de 0,01 a 0,11 para a atividade de PPase, indicando uma maior afinidade por esse substrato. O estudo da hidrólise de pNPP e PPi revelou que o pH ótimo aparente de atuação foi de 10,5 para o pNPP e 8,0 para o PPi, próximo ao fisiológico, sendo que esse é considerado o substrato natural da fosfatase alcalina. Os resultados demonstram que, apesar do tipo de ossificação que ocorre, a mesma enzima ou isoenzimas, atuam nos diferentes locais do osso e estágios de vida dos anuros. A similaridade dos estudos com os realizados com outros vertebrados apontam que os anuros podem ser considerados excelentes modelos animais para o estudo da calcificação biológica.


Subject(s)
Animals , Osteogenesis , Alkaline Phosphatase/metabolism , Rana catesbeiana , Bone and Bones/metabolism , Kinetics
2.
Braz. j. biol ; 842024.
Article in English | LILACS-Express | LILACS, VETINDEX | ID: biblio-1469243

ABSTRACT

Abstract In order to better understand the ossification processes in anurans our study was carried out on tadpoles and adults of Lithobates catesbeianus. In this sense, we characterized the kinetic properties of alkaline phosphatase with p-nitrophenylphosphatase (pNPP) and pyrophosphate (PPi) and evaluated the activities of tartrate-resistant acid phosphatase and acid phosphatase. The enzyme extracts were obtained from tadpoles and adult femurs, which were divided into epiphysis and diaphysis. After homogenization, the samples were submitted to differential centrifugation to obtain cell membranes and, further, to phospholipase C (PIPLC) treatment, to remove membrane-bound proteins anchored by phosphatidylinositol. The average of specific activity for pNPP hydrolysis (at pH 10.5) by alkaline phosphatase released by phosphatidylinositol-specific phospholipase C (PIPLC) from Bacillus cereus among different bone regions at different animal ages was 1,142.57 U.mg-1, while for PPi hydrolysis (at pH 8.0), it was 1,433.82 U.mg-1. Among the compounds tested for enzymatic activity, the one that influenced the most was EDTA, with approximately 67% of inhibition for pNPPase activity and 77% for PPase activity. In the case of kinetic parameters, the enzyme showed a Michaelian behavior for pNPP and PPi hydrolysis. The Km value was around 0.6mM for pNPPase activity and ranged from 0.01 to 0.11mM for PPase activity, indicating that the enzyme has a higher affinity for this substrate. The study of pNPP and PPi hydrolysis by the enzyme revealed that the optimum pH of actuation for pNPP was 10.5, while for PPi, which is considered the true substrate of alkaline phosphatase, was 8.0, close to the physiological value. The results show that regardless of the ossification type that occurs, the same enzyme or isoenzymes act on the different bone regions and different life stages of anurans. The similarity of the results of studies with other vertebrates shows that anurans can be considered excellent animal models for the study of biological calcification.


Resumo Para melhor compreender o processo de ossificação em anuros, nosso estudo foi conduzido em girinos e adultos de Lithobates catesbeianus. Nesse sentido, as propriedades cinéticas da fosfatase alcalina com p-nitrofenilfosfato (pNPP) e pirofosfato (PPi) foram caracterizadas, e as atividades enzimáticas das fosfatases ácida e ácida tartarato resistente foram avaliadas. Os extratos enzimáticos foram obtidos de fêmur de girinos e adultos, divididos em epífise e diáfise. Após a homogeneização as amostras foram submetidas à centrifugação diferencial para obter membrana celular e, em seguida, ao tratamento com fosfolipase C (PIPLC), para remover as proteínas de membrana ancoradas por fosfatidilinositol. A média da atividade específica da fosfatase alcalina, liberada pela PIPLC de Bacillus cereus, para a hidrólise de pNPP (pH 10,5) nas diferentes regiões do fêmur e idades dos animais foi de 1.142,57 U.mg-1, enquanto para a hidrólise do PPi (pH 8,0) foi de 1.433,82 U.mg-1. Entre os compostos testados para a atividade enzimática, o de maior influência foi o EDTA, inibindo aproximadamente 67% e 77% das atividades de pNPPase e PPase, respectivamente. Quanto aos parâmetros cinéticos, a enzima apresentou comportamento Michaeliano para a hidrólise dos dois substratos. O valor de Km foi de 0,6 mM para a atividade de pNPPase e variou de 0,01 a 0,11 para a atividade de PPase, indicando uma maior afinidade por esse substrato. O estudo da hidrólise de pNPP e PPi revelou que o pH ótimo aparente de atuação foi de 10,5 para o pNPP e 8,0 para o PPi, próximo ao fisiológico, sendo que esse é considerado o substrato natural da fosfatase alcalina. Os resultados demonstram que, apesar do tipo de ossificação que ocorre, a mesma enzima ou isoenzimas, atuam nos diferentes locais do osso e estágios de vida dos anuros. A similaridade dos estudos com os realizados com outros vertebrados apontam que os anuros podem ser considerados excelentes modelos animais para o estudo da calcificação biológica.

3.
Journal of Medical Biomechanics ; (6): E182-E188, 2023.
Article in Chinese | WPRIM | ID: wpr-987933

ABSTRACT

Objective To investigate the effect of rehabilitation training combined with acupuncture ( RTA) on upper limb function of stroke patients by Kinect. Methods Stroke patients with upper limb dysfunction werrandomly divided into control group (rehabilitation training) and treatment group ( RTA), with 15 cases in each group. The modified Barthel Index ( MBI), Fugl Meyer assessment ( FMA), and Wolf motor function test (WMFT) were compared between two groups before and after treatment. The changes in motor time ( MT), motor unit number (MUN), index of curvature (IC), elbow flexion angle (EFA), shoulder flexion angle (SFA),and shoulder adduction angle ( SAA) during three actions, namely, placing forearm on the table, extending elbow and drinking water, were evaluated by Kinect and then compared between two groups before and after treatment. Results After 6 weeks of intervention, the scores of MBI, FMA, WMFT and elbow extension in treatment group were higher than those in control group (P<0. 05). The scores of MBI, FMA, WMFT and three actions after treatment were higher than those before treatment (P<0. 05). For three actions, the improvement of MT, MUN, IC, EFA, SFA, and SAA in treatment group were better than those in control group ( P< 0. 05). Compared with pre-treatment, for the action of forearm placement on the table and elbow extension, both treatment group and control group showed an increase in EFA (P<0. 05), and a decrease in MT, MUN, IC, SFA and SA (P<0. 05). For the action of drinking water, both treatment group and control group showed an increase in EFA and SAA (P< 0. 05), and a decrease in MT, MUN, IC and SAA ( P< 0. 05). Conclusions RTA can improve the upper limb function of stroke patients. Kinect can accurately reflect the changes in upper limb function of stroke patients, and it is suitable for clinical work.

4.
Journal of Biomedical Engineering ; (6): 350-357, 2023.
Article in Chinese | WPRIM | ID: wpr-981549

ABSTRACT

The gait acquisition system can be used for gait analysis. The traditional wearable gait acquisition system will lead to large errors in gait parameters due to different wearing positions of sensors. The gait acquisition system based on marker method is expensive and needs to be used by combining with the force measurement system under the guidance of rehabilitation doctors. Due to the complex operation, it is inconvenient for clinical application. In this paper, a gait signal acquisition system that combines foot pressure detection and Azure Kinect system is designed. Fifteen subjects are organized to participate in gait test, and relevant data are collected. The calculation method of gait spatiotemporal parameters and joint angle parameters is proposed, and the consistency analysis and error analysis of the gait parameters of proposed system and camera marking method are carried out. The results show that the parameters obtained by the two systems have good consistency (Pearson correlation coefficient r ≥ 0.9, P < 0.05) and have small error (root mean square error of gait parameters is less than 0.1, root mean square error of joint angle parameters is less than 6). In conclusion, the gait acquisition system and its parameter extraction method proposed in this paper can provide reliable data acquisition results as a theoretical basis for gait feature analysis in clinical medicine.


Subject(s)
Humans , Biomechanical Phenomena , Gait , Lower Extremity , Foot , Gait Analysis , Reproducibility of Results
5.
Arq. ciências saúde UNIPAR ; 26(1): 13-21, Jan-Abr. 2022.
Article in Portuguese | LILACS | ID: biblio-1362662

ABSTRACT

O objetivo desse artigo é relatar os resultados de um programa de exercícios para indivíduos adultos com deficiências cognitivas e transtornos, utilizando diferentes exergames como ferramentas pedagógicas. A intervenção foi realizada com a participação de 26 indivíduos adultos com deficiências cognitivas e transtornos com idades entre 25 e 59 anos. A pesquisa de abordagem qualitativa, de cunho exploratória, a qual foram utilizados a entrevista semiestruturada e o diário de campo como instrumentos de pesquisa. Para interação com os exergames, foram utilizados os consoles Xbox 360 com Kinect, Xbox One com Kinect e Nintendo Wii U. As intervenções foram realizadas no Exergame Lab Brazil, na Escola Superior de Educação Física da UFPel, por um período de duas horas, uma vez por semana, totalizando 25 encontros. A utilização de Exergames tem grande potencial, tanto nos aspectos relacionados à viabilidade, por ser uma tecnologia de baixo custo e de fácil implementação, quanto nos resultados esperados. O Just Dance e o Kinect Sports foram os games que mais contribuíram nesta pesquisa. Os participantes da pesquisa ganharam independência e socialização, bem como melhoraram as habilidades específicas em cada game. Além disso, a possibilidade de utilização dos Exergames em casa também poderá auxiliar pais e responsáveis a melhorar aspectos da vida diária de adultos com deficiências cognitivas e transtornos.


The purpose of this article is to report the results of an exercise program for adults with cognitive disabilities and disorders using different exergames as pedagogical tools. The intervention was carried out with the participation of 26 individuals with cognitive disabilities and disorders aged between 25 and 59 years old. The exploratory, qualitative research used a semi-structured interview and a field diary as research instruments. The Xbox 360 with Kinect, Xbox One with Kinect and Nintendo Wii U consoles were used for the interactions with the exergames. The interventions were carried out at Exergame Lab Brazil, at the Physical Education School at UFPel, for a period of two hours, once a week, totaling 25 meetings. The use of Exergames presents great potential, both in relation to feasibility, since it is a low-cost, easy-to-implement technology, and in terms of expected results. Just Dance and Kinect Sports were the games that contributed most to this research. Research participants gained independence and socialization, as well as the improvement of specific skills in each game. In addition, the possibility of using Exergames at home can also help parents and guardians to improve aspects of the daily life of adults with cognitive disabilities and disorders.


Subject(s)
Humans , Male , Female , Adult , Middle Aged , Cognitive Dysfunction/therapy , Digital Inclusion , Health Promotion , Socialization , Syndrome , Teaching , Behavior , Exercise , Early Intervention, Educational , Video Games , Exercise Therapy/education , Virtual Reality , Mental Disorders/therapy
6.
Acta Medica Philippina ; : 34-51, 2022.
Article in English | WPRIM | ID: wpr-980083

ABSTRACT

INTRODUCTION@#Brachial plexus injuries (BPI) have devastating functional effects. Clinical outcomes of BPI reconstruction have been documented in literature; however, these do not use EMG and quantitative kinematic studies.@*OBJECTIVE@#This study aims to use a markerless motion analysis tool (KINECT) and surface EMG to assess the functional outcomes of adult patients with traumatic upper trunk BPI who have undergone nerve transfers for the shoulder and elbow in comparison to the normal contralateral limb.@*METHODS@#This is an exploratory study which evaluated three participants with BPI after nerve reconstruction. KINECT was used to evaluate the kinematics (range of motion, velocity, and acceleration) and the surface EMG for muscle electrical signals (root mean square, peak EMG signal, and peak activation time) of the extremities. The means of each parameter were computed and compared using t-test or Mann-Whitney U test.@*RESULTS@#Participant C, with the best clinical recovery, showed mostly higher KINECT and EMG values for the BPI extremity. There was a significant difference between the KINECT data of Participants A and B, with lower mean values for the BPI extremity. Most of the EMG results showed lower signals for the BPI extremity, with statistical significance.@*CONCLUSION@#The KINECT and surface EMG provide simple, cost-effective, quick, and objective assessment tools. These can be used for monitoring and as basis for formulating individualized interventions. A specific algorithm should be developed for the KINECT sensors to address errors in data collection. A fine needle EMG may be more useful in evaluating the muscles involved in shoulder external rotation.

7.
Journal of Biomedical Engineering ; (6): 1189-1198, 2022.
Article in Chinese | WPRIM | ID: wpr-970658

ABSTRACT

Gesture imitation is a common rehabilitation strategy in limb rehabilitation training. In traditional rehabilitation training, patients need to complete training actions under the guidance of rehabilitation physicians. However, due to the limited resources of the hospital, it cannot meet the training and guidance needs of all patients. In this paper, we proposed a following control method based on Kinect and NAO robot for the gesture imitation task in rehabilitation training. The method realized the joint angles mapping from Kinect coordination to NAO robot coordination through inverse kinematics algorithm. Aiming at the deflection angle estimation problem of the elbow joint, a virtual space plane was constructed and realized the accurate estimation of deflection angle. Finally, a comparative experiment for deflection angle of the elbow joint angle was conducted. The experimental results showed that the root mean square error of the angle estimation value of this method in right elbow transverse deflection and vertical deflection directions was 2.734° and 2.159°, respectively. It demonstrates that the method can follow the human movement in real time and stably using the NAO robot to show the rehabilitation training program for patients.


Subject(s)
Humans , Upper Extremity , Robotics/methods , Stroke Rehabilitation/methods , Elbow Joint , Physical Therapy Modalities , Biomechanical Phenomena
8.
Rev. salud bosque ; 10(2)Septiembre 18, 2020.
Article in Spanish | COLNAL, LILACS | ID: biblio-1290492

ABSTRACT

Introducción. Los procesos de rehabilitación funcional pueden verse bastante favorecidos con el uso de la tecnología, ya que mediante diferentes dispositivos es posible estimular la independencia funcional de los pacientes, tal es el caso del Kinect, que en su modalidad semiinmersiva de realidad virtual puede ser muy útil para el tratamiento de diferentes pacientes, incluidos los adultos mayores. El objetivo del presente reporte de caso es determinar la utilidad de una intervención mediante el uso de Kinect para Xbox 360 para mejorar el equilibrio en un adulto mayor con enfermedad renal crónica. Presentación del caso. Paciente masculino de 81 años de edad con insuficiencia renal crónica (IRC), quien durante 6 semanas recibió intervención con Kinect (3 sesiones semanales de 45 minutos). Cada sesión se hizo en tres fases: calentamiento, práctica de juegos con el Kinect y estiramientos musculares. Se hicieron 3 evaluaciones (antes de la intervención, a la tercera semana y a la sexta semana) mediante las pruebas de alcance funcional, velocidad de la marcha, Tinetti marcha y equilibrio, Mini mental Examination de Folstein (MMSE), estabilometría, podometría y Test Modificado de Integración Sensorial. Con la intervención el usuario no mostró cambios en la prueba de Tinetti marcha ni en podometria, pero en la prueba de alcance funcional mejoró 8,5 puntos; en la Tinetti equilibrio, 7, y en la MMSE, 3; la velocidad de la marcha se incrementó a 1,5 m/segundo y el índice de Romberg a 0,77. Conclusión. El uso de del Kinect en el tratamiento de pacientes mayores, a través de un entorno recreativo, favorece el proceso de intervención fisioterapéutica, el acondicionamiento muscular general y los procesos cognitivos, además mejora el equilibrio.


Introduction: The functional rehabilitation processes require the adoption of technology in rehabilitation; it results in the stimulation of the functional independence in the elderly through the use of the Xbox-360 Kinect® as a semi- immersive mode of virtual reality. General Objective: To determine the effect of the Xbox-360 Kinect® to improve balance in the elderly with chronic kidney disease. Methodology: A case report of using videogames with the Xbox-360 Kinect® with elderly people who have chronic kidney disease. The intervention was six weeks of three weekly sessions, each lasting 45 minutes. Three assessments were performed: the first, before the intervention; the second, on the third week; and last one, on the sixth week. Each session comprised of three phases: warming up, use of the X-BOX 360 kinect®, and the muscle stretching. Functional Test scope, gait velocity, Tinetti Gait and Balance, Mini-Mental State Examination, stabilometry test, podiatry exam, and Modified Clinical Test of Sensory Integration were the instruments used. Results: The patient improved in all tests, except for in Tinetti Gait and in podiatry tests, where no change had been observed. The functional test scope showed an improvement score of 8.5 points, Tinetti balance of 7 points and Mini- mental state examination of 3 points. Gait speed increased to 1.5m/sec and the Romberg index to 0.77. Conclusion: The use of the Xbox-360 Kinect® in elderly people, through a recreational environment, favors the process of physiotherapeutic intervention, general muscle conditioning, and improvement of balance, as well as, favoring cognitive processes.


Introdução. Os processos de reabilitação funcional podem ser bastante favorecidos com o uso da tecnologia, pois por meio de diferentes dispositivos é possível estimular a independência funcional dos pacientes, como é o caso do Kinect, que em sua modalidade de realidade virtual semi-imersiva pode ser muito útil para o tratamento de diferentes pacientes, incluindo idosos. O objetivo deste relato de caso é determinar a utilidade de uma intervenção usando o Kinect para Xbox 360 para melhorar o equilíbrio em um adulto idoso com doença renal crônica. Apresentação do caso. Paciente do sexo masculino, 81 anos, com insuficiência renal crônica (IRC), que recebeu intervenção do Kinect por 6 semanas (3 sessões semanais de 45 minutos). Cada sessão foi realizada em três fases: aquecimento, prática de jogos com o Kinect e alongamento muscular. Foram feitas 3 avaliações (antes da intervenção, na terceira semana e na sexta semana) utilizando os testes de amplitude funcional, velocidade da marcha, marcha e equilíbrio de Tinetti, Mini Exame Mental de Folstein (MEEM), estabilometria, podometria e Teste Modificado de Integração Sensorial. Com a intervenção, o usuário não apresentou alterações no teste de marcha de Tinetti ou na pedometria, mas no teste de amplitude funcional melhorou 8,5 pontos; no equilíbrio de Tinetti, 7, e no MMSE, 3; a velocidade da marcha aumentou para 1,5 m / segundo e o índice de Romberg para 0,77. Conclusão. A utilização do Kinect no tratamento de pacientes idosos, por meio de um ambiente lúdico, favorece o processo de intervenção fisioterapêutica, condicionamento muscular geral e processos cognitivos, além de melhorar o equilíbrio.


Subject(s)
Humans , Aged , Aged, 80 and over , Therapeutics , Aged , Renal Insufficiency, Chronic , Physical Fitness , Postural Balance
9.
Psicopedagogia ; 37(112): 29-36, jan.-abr. 2020. graf, tab
Article in Portuguese | LILACS-Express | LILACS, INDEXPSI | ID: biblio-1098553

ABSTRACT

Este estudo objetivou quantificar os efeitos da inserção de exergames (Xbox 360 - Kinect Adventure) nas aulas de Educação Física Escolar sobre a coordenação motora de escolares em séries iniciais. Para isso, foram considerados dois grupos, o experimental (n=14), que praticou durante oito semanas, e o controle (n=17), os quais eram compostos por crianças de ambos os sexos, com idades entre 8 e 10 anos. Como instrumento de medida, foi utilizado o Teste de Coordenação Corporal para Crianças (Körperkoordinationstest für Kinder, KTK), sendo que o grupo experimental realizava aulas de Educação Física com emprego do Kinect Adventure, e o grupo controle fazia atividades sem o mesmo. Os resultados sugerem que o uso de exergames nas aulas de Educação Física escolar pode modificar positivamente a coordenação motora geral de jovens estudantes.


This study aimed to quantify the effects of exergames (Xbox 360- Kinect Adventure) in physical education classes on motor coordination in students from initial series. For this, two groups, the experimental group (n=14) which practiced for eight weeks, and control group (n=17) were composed of children from both genre between 8 and 10 years old. The Body Coordination Test for Children (Körperkoordinationstest für Kinder, KTK) battery was used as a measurement instrument. The experimental group performed Physical Education classes using Kinect Adventure, and the control group performed activities without it. The results suggest that the use of exergames in physical education classes can positively modify the general motor coordination of young students.

10.
Journal of Biomedical Engineering ; (6): 306-314, 2019.
Article in Chinese | WPRIM | ID: wpr-774206

ABSTRACT

In this paper, the research has been conducted by the Microsoft kinect for windows v2 for obtaining the walking trajectory data from hemiplegic patients, based on which we achieved automatic identification of the hemiplegic gait and sorted the significance of identified features. First of all, the experimental group and two control groups were set up in the study. The three groups of subjects respectively completed the prescribed standard movements according to the requirements. The walking track data of the subjects were obtained straightaway by Kinect, from which the gait identification features were extracted: the moving range of pace, stride and center of mass (up and down/left and right). Then, the bayesian classification algorithm was utilized to classify the sample set of these features so as to automatically recognize the hemiplegia gait. Finally, the random forest algorithm was used to identify the significance of each feature, providing references for the diagnose of disease by ranking the importance of each feature. This thesis states that the accuracy of classification approach based on bayesian algorithm reaches 96%; the sequence of significance based on the random forest algorithm is step speed, stride, left-right moving distance of the center of mass, and up-down moving distance of the center of mass. The combination of step speed and stride, and the combination of step speed and center of mass moving distance are important reference for analyzing and diagnosing of the hemiplegia gait. The results may provide creative mind and new references for the intelligent diagnosis of hemiplegia gait.


Subject(s)
Humans , Algorithms , Bayes Theorem , Gait , Gait Analysis , Methods , Gait Disorders, Neurologic , Diagnosis , Hemiplegia , Walking
11.
Rev. bras. ativ. fís. saúde ; 22(6): 523-32, 05/07/2018. tab, fig
Article in Portuguese | LILACS | ID: biblio-911512

ABSTRACT

Nos últimos anos, os video games ativos (VGAs) têm sido utilizados pela população geral como uma alternativa para a prática de exercício físico associada ao entretenimento. O objetivo deste estudo foi realizar uma revisão sistemática sobre o efeito dos VGAs na capacidade funcional e no estado de humor de idosos. Para a seleção dos artigos, considerou-se estudos publicados entre 2006 e 2017, realizados com idosos (> 60 anos); que utilizaram como intervenção, exercícios realizados em VGAs Nintendo Wii ou Xbox Kinect. Os resultados observados sugerem melhoras no equilíbrio, na força muscular de membros inferiores e na mobilidade funcional. No perfil de humor, os resultados são controversos. Sendo assim, podemos concluir que o exercício realizado em VGAs pode melhorar a capacidade funcional, no entanto, os benefícios no humor precisam ser mais investigados, especial-mente em estudos de longo prazo.


In the last years, the active video games (AVGs) have been used by the general population as an alternative to exercise and entertainment. The aim of this study was to do a systematic review about the effects of AVGs on the functional capacity and the mood in older adults. We selected studies published between 2006 and 2017, with older adults (> 60 years) and only that had interventions with Nintendo Wii or Xbox Kinect. The results suggested improvements in the balance, muscle strength of lower limbs and functional mobility. In the mood profile, the results are controversial. We could conclude that AVGs exercising may improve functional capacity, however, the benefits in the mood, need further investigations, especially in the long-term studies.


Subject(s)
Anxiety , Video Games , Depressive Disorder
12.
Chinese Journal of Rehabilitation Theory and Practice ; (12): 795-801, 2018.
Article in Chinese | WPRIM | ID: wpr-923644

ABSTRACT

@#Objective To develop a non-contact identification method for gait asymmetry in Parkinson's disease based on depth image to assist medical diagnosis and assessment, to avoid the cost, impact on normal life, and complex process of high wear-out sensing equipment. Methods From July to August, 2016, eight patients with Parkinson's disease and ten healthy subjects were collected the gait parameters of walking six meters with Kinect V2.0. The parameters of left and right foot were filtered and clustered. Then similarity matrix algorithm was used to find the difference between healthy subject and patient similarity values. Finally, the recognition effect of this method was verified by Hidden Markov Model. Results The similarity of clustering sequences of left and right foot parameters was less in the patients than in the healthy individuals. There were twelve of 14 data identified in patients, and 35 of 46 in the healthy. Conclusion A non-contact identification method for the asymmetry of gait has been developed based on the parameter clustering results of left and right foot, which is some effective on identifying Parkinson's patients.

13.
Rev. ing. bioméd ; 11(22): 59-64, jul.-dic. 2017. graf
Article in Spanish | LILACS | ID: biblio-901826

ABSTRACT

Resumen En este artículo se describe detalladamente el proceso de captura de una actividad de neurorehabilitación en miembros superiores dispuesta en rutina clínica, utilizando dispositivos que permiten extraer variables de interés clínico, dentro de las cuales se encuentra el tiempo, la movilidad y ángulos. Estas variables se almacenarán cuantitativamente, de manera que sea posible tener un seguimiento continuo y exhaustivo sobre la rehabilitación del paciente, y así tener verosimilitud de cumplimiento en estas rutinas.


Abstract This article describes, in detail, the process of capturing a neuro-rehabilitation activity in upper limbs for clinical routines, using devices that enable the extraction of variables of clinical interest within the patient's task of execution, within which there is a focus on time, mobility and angles. These variables will be stored quantitatively, so that it is possible to have continuous and exhaustive follow-ups of the rehabilitation of the patient and, thus having compliance authenticity in these routines.


Resumo Neste artigo descreve-se detalhadamente o processo de captura de uma atividade de neuroreabilitação em membros superiores disposta em rotina clínica, utilizando dispositivos que permitem extrair variáveis de interesse clínico, dentro das quais se encontra o tempo, a mobilidade e ângulos. Estas variáveis se armazenaram quantitativamente, de maneira que seja possível ter um rastreamento contínuo e exaustivo sobre a reabilitação do paciente, e assim ter verossimilitude de cumprimento nestas rotinas.

14.
Journal of Medical Postgraduates ; (12): 329-332, 2017.
Article in Chinese | WPRIM | ID: wpr-511379

ABSTRACT

Microsoft Kinect based virtual reality system with low price and the characteristics of human computer interaction , has been increasingly explored in clinic works including rehabilitation , measurement , assessment , recognition and application innova-tion.In this paper, the Kinect related studies of nervous system diseases will be reviewed , additionally, we will list several study limi-tations to provide a reference for further studies .

15.
Acta Medica Philippina ; : 284-288, 2017.
Article in English | WPRIM | ID: wpr-732118

ABSTRACT

@#<p style="text-align: justify;"><strong>OBJECTIVE:</strong> The potential of a low-cost, novel Kinect?-based markerless motion analysis system as a tool to measure temporospatial parameters, joint and muscle kinematics, and hand trajectory patterns during the propulsion and recovery phase of wheelchair propulsion (WCP) was determined.</p><p style="text-align: justify;"><strong>METHODS:</strong>Twenty (20) adult male track and field paralympians,(mean age = 36 ± 8.47) propelled themselves on a wheelchair ergometer system while their upper extremity motion was recorded by two Kinect? cameras and processed.</p><p style="text-align: justify;"><strong>RESULTS:</strong> The temporospatial parameters, joint kinematics, and hand trajectory patterns during the propulsion and recovery phase of each participant's WCP cycle were determined and averaged. Average cycle time was 1.45s ± 0.19, average cadence was 0.70 cycles/s ± 0.09, and average speed was 0.76m/s ± 0.32. Average shoulder flexion was 30.99° ± 28.38, average elbow flexion was 24.23° ± 12.25, and average wrist flexion was 12.82° ± 26.78. Eighty five percent (85%) of the participants used a semicircular hand trajectory pattern.</p><p style="text-align: justify;"><strong>CONCLUSION:</strong> The low-cost, novel Kinect?-based markerless motion analysis system had the potential to obtain measurable values during independent wheelchair propu


Subject(s)
Biomechanical Phenomena , Ergometry , Track and Field , Para-Athletes
16.
Rev. cuba. inform. méd ; 8(1)ene.-jun. 2016.
Article in Spanish | LILACS, CUMED | ID: lil-785001

ABSTRACT

El desarrollo del presente trabajo se fundamenta en la importancia de apoyar los tratamientos de Rehabilitación Motriz por medio de Tecnología Informática para beneficio de los pacientes y especialistas del área. De acuerdo a un análisis realizado de las tecnologías existentes para la Rehabilitación Motriz, se ha identificado una serie de inconvenientes que limitan su uso en algunos tratamientos y por consecuencia los pacientes no continúan o no finalizan sus terapias, en este trabajo se propone emplear una herramienta de bajo costo (sensor Microsoft Kinect) que apoye en la captura de movimientos de los puntos clave de las extremidades superiores (manos, codos y hombros) usando pendientes lineales. Así mismo, se han realizado una serie de pruebas a 21 usuarios, en donde se evaluaron sus movimientos mediante umbrales que determinaron si un ejercicio fue realizado correctamente(AU)


The development of this researckneh is based on supporting Motor Rehabilitation treatments using Information Technology for the benefit of patients and specialists in the area. According to an analysis of current technologies for Motor Rehabilitation, we have identified some disadvantages that limit their use in the treatment and therefore patients do not continue or complete their therapies, this study intends to use a tool low cost (Microsoft Kinect sensor) to support the motion capture of the key points of the upper extremities (hands, elbows and shoulders) using a slopes. Also, the tests were conducted with 21 users, the algorithm evaluated some movements, the thresholds used determined the correct exercises(AU)


Subject(s)
Humans , Male , Female , Rehabilitation/methods , Medical Informatics Applications , Software Design , Linear Models , Physical Therapy Modalities , Wearable Electronic Devices/standards
17.
Health Sciences Journal ; : 62-64, 2016.
Article in English | WPRIM | ID: wpr-998341

ABSTRACT

Introduction @#This study determined the effect of Just Dance Kinect™M on the attention span of selected college students in the UERMMMCI College of Allied Rehabilitation Sciences.@*Methods @#Study subiects underwent a two-week intervention by playing Just Dance Kinect™ for ten minutes each session thrice a week. The pre- and post-intervention attention span scores were determined using the Repeatable Battery for the Assessment of Neuropsychologic Status and compared.@*Results @#There was a significant 8-point increase in the Repeatable Battery for the Assessment of Neuropsychologic Status attention span scores of 30 participants after two weeks of intervention with Just Dance Kinect™. No adverse events were reported by the participants.@*Conclusion @#Just Dance Kinect™ appears to be potentially beneficial in improving attention span among college students


Subject(s)
Attention , Dancing
18.
Annals of Rehabilitation Medicine ; : 568-574, 2016.
Article in English | WPRIM | ID: wpr-48637

ABSTRACT

OBJECTIVE: To compare optical motion capture system (MoCap), attitude and heading reference system (AHRS) sensor, and Microsoft Kinect for the continuous measurement of cervical range of motion (ROM). METHODS: Fifteen healthy adult subjects were asked to sit in front of the Kinect camera with optical markers and AHRS sensors attached to the body in a room equipped with optical motion capture camera. Subjects were instructed to independently perform axial rotation followed by flexion/extension and lateral bending. Each movement was repeated 5 times while being measured simultaneously with 3 devices. Using the MoCap system as the gold standard, the validity of AHRS and Kinect for measurement of cervical ROM was assessed by calculating correlation coefficient and Bland–Altman plot with 95% limits of agreement (LoA). RESULTS: MoCap and ARHS showed fair agreement (95% LoA10°) for measuring ROM in all directions. Intraclass correlation coefficient (ICC) values between MoCap and AHRS in –40° to 40° range were excellent for flexion/extension and lateral bending (ICC>0.9). ICC values were also fair for axial rotation (ICC>0.8). ICC values between MoCap and Kinect system in –40° to 40° range were fair for all motions. CONCLUSION: Our study showed feasibility of using AHRS to measure cervical ROM during continuous motion with an acceptable range of error. AHRS and Kinect system can also be used for continuous monitoring of flexion/extension and lateral bending in ordinary range.


Subject(s)
Adult , Humans , Head , Neck , Range of Motion, Articular
19.
Chinese Journal of Rehabilitation Theory and Practice ; (12): 41-45, 2014.
Article in Chinese | WPRIM | ID: wpr-924327

ABSTRACT

@#The application and advance of somatic sense interactive devices, such as EyeToy, Wii and Kinect, in the motor rehabilitation were introduced in this paper. The prospect of application of somatic sense interactive technology as an effective approach in rehabilitation is wide and bright.

20.
Annals of Occupational and Environmental Medicine ; : 15-15, 2014.
Article in English | WPRIM | ID: wpr-63222

ABSTRACT

OBJECTIVES: Existing methods for practically evaluating musculoskeletal exposures such as posture and repetition in workplace settings have limitations. We aimed to automate the estimation of parameters in the revised United States National Institute for Occupational Safety and Health (NIOSH) lifting equation, a standard manual observational tool used to evaluate back injury risk related to lifting in workplace settings, using depth camera (Microsoft Kinect) and skeleton algorithm technology. METHODS: A large dataset (approximately 22,000 frames, derived from six subjects) of simultaneous lifting and other motions recorded in a laboratory setting using the Kinect (Microsoft Corporation, Redmond, Washington, United States) and a standard optical motion capture system (Qualysis, Qualysis Motion Capture Systems, Qualysis AB, Sweden) was assembled. Error-correction regression models were developed to improve the accuracy of NIOSH lifting equation parameters estimated from the Kinect skeleton. Kinect-Qualysis errors were modelled using gradient boosted regression trees with a Huber loss function. Models were trained on data from all but one subject and tested on the excluded subject. Finally, models were tested on three lifting trials performed by subjects not involved in the generation of the model-building dataset. RESULTS: Error-correction appears to produce estimates for NIOSH lifting equation parameters that are more accurate than those derived from the Microsoft Kinect algorithm alone. Our error-correction models substantially decreased the variance of parameter errors. In general, the Kinect underestimated parameters, and modelling reduced this bias, particularly for more biased estimates. Use of the raw Kinect skeleton model tended to result in falsely high safe recommended weight limits of loads, whereas error-corrected models gave more conservative, protective estimates. CONCLUSIONS: Our results suggest that it may be possible to produce reasonable estimates of posture and temporal elements of tasks such as task frequency in an automated fashion, although these findings should be confirmed in a larger study. Further work is needed to incorporate force assessments and address workplace feasibility challenges. We anticipate that this approach could ultimately be used to perform large-scale musculoskeletal exposure assessment not only for research but also to provide real-time feedback to workers and employers during work method improvement activities and employee training.


Subject(s)
Automation , Back Injuries , Back Pain , Bias , Dataset , Ergonomics , Lifting , Posture , Skeleton , Trees , United States , Washington
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