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IEEE Trans Inf Technol Biomed ; 14(2): 526-34, 2010 Mar.
Article in English | MEDLINE | ID: mdl-20071262

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.


Subject(s)
Cerebral Palsy/rehabilitation , Exercise Therapy , Hand/physiology , User-Computer Interface , Video Games , Activities of Daily Living , Adolescent , Exercise Therapy/instrumentation , Exercise Therapy/methods , Feasibility Studies , Hemiplegia/rehabilitation , Humans , Linear Models , Surveys and Questionnaires , Treatment Outcome
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