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1.
Hong Kong J Occup Ther ; 36(2): 51-56, 2023 Dec.
Article in English | MEDLINE | ID: mdl-38027049

ABSTRACT

AIM: This commentary discusses the concept of 'gamification' as referred to implicitly or explicitly in the occupational therapy literature. Although occasionally noted to be a new frontier for occupational therapy, our analysis suggests that game mechanics and gamification elements are, in fact, a 'road long traveled' by occupational therapists and that gamification evokes the core aims and vision of occupational therapy. Gamification has been implicitly incorporated into the occupational therapy literature for years, and its benefit of enhancing therapeutic outcomes is evident in many instances. We contend that a more explicit use of the term gamification within the occupational therapy literature will lead to a framework in which both practitioners and researchers can structure and evaluate therapeutic outcomes.

2.
Disabil Rehabil Assist Technol ; 17(8): 882-887, 2022 11.
Article in English | MEDLINE | ID: mdl-32924663

ABSTRACT

PURPOSE: To determine the intra-rater and inter-rater reliability of the Powered Mobility Program (PMP) and the Israel Ministry of Health Powered Mobility Proficiency Test (PM-PT); to test inter-rater reliability of the Assessment of Learning Powered Mobility (ALP) tool; to determine the convergent validity of these measures for children with physical disabilities. MATERIALS AND METHODS: Participants included 30 children (mean 10 years, 6 months [SD 3 years, 7 months]; range: 6-18 years) with cerebral palsy and other neuromuscular disorders. Participants were non-proficient powered wheelchair drivers. Two blinded raters assessed the driving ability by viewing videos of the participants twice as they drove a pre-designed route at ALYN Hospital, Israel. They were assessed via the PMP, ALP and PM-PT outcome measures. Intra-class correlation coefficients (ICC2,1) were used to test intra-rater and inter-rater reliability and Spearman correlation coefficients were used to assess convergent validity. RESULTS: The PMP intra-rater reliability revealed ICCs2,1 of coefficients were 0.97/0.98 for both raters. For the PM-PT the ICC2,1 was 0.89/0.96 for both raters. The PMP inter-rater reliability ICC2,1 was 0.94/0.87 for the two tests, for the PM-PT the ICC2,1 was 0.91/0.87 for the two tests and for the ALP the ICC2,1 was 0.83. The convergent validity between the PMP and the PM-PT was rs=0.96, between the PMP and ALP was rs=0.89 and between the PM-PT and ALP was rs=0.87. CONCLUSIONS: The PMP and PM-PT intra and interrater reliability were good to excellent, the ALP inter-rater reliability was good and the convergent validity between all three measures was good to excellent.Implications for rehabilitationThere is evidence of validity and reliability for three tests of powered wheelchair proficiency (PMP, PM-PT and ALP).Children using powered mobility, aged 6-18 years, now have outcome measures with empirical evidence that was previously lacking.When time for assessment is limited, the shorter PM-PT can be used instead of the more comprehensive PMP.


Subject(s)
Cerebral Palsy , Neuromuscular Diseases , Wheelchairs , Child , Humans , Outcome Assessment, Health Care , Reproducibility of Results
3.
Phys Occup Ther Pediatr ; 36(1): 46-58, 2016.
Article in English | MEDLINE | ID: mdl-26422262

ABSTRACT

AIMS: Children with high-functioning Autism Spectrum Disorder (HFASD) have major difficulties in social communication skills, which may impact their performance and participation in everyday life. The goal of this study was to examine whether the StoryTable, an intervention paradigm based on a collaborative narrative, multitouch tabletop interface, enhanced social interaction for children with HFASD, and to determine whether the acquired abilities were transferred to behaviors during other tasks. METHODS: Fourteen boys with HFASD, aged 7-12 years, participated in a 3-week, 11-session intervention. Social interactions during two nonintervention tasks were videotaped at three points in time, one prior to the intervention (pre), a second immediately following the intervention (post) and a third three weeks after the intervention (follow-up). The video-recorded files were coded using the Friendship Observation Scale to ascertain the frequencies of positive and negative social interactions and collaborative play. Differences in these behaviors were tested for significance using nonparametric statistical tests. RESULTS: There were significantly higher rates of positive social interactions and collaborative play, and lower rates of negative social interactions following the intervention suggesting generalization of the social skills learned during the intervention. Improvement was maintained when tested three weeks later. CONCLUSION: These findings provide support for the use of collaborative technology-based interventions within educational settings to enhance social interaction of children with HFASD.


Subject(s)
Autism Spectrum Disorder/diagnosis , Autism Spectrum Disorder/rehabilitation , Cognitive Behavioral Therapy/methods , Interpersonal Relations , Child , Diagnostic and Statistical Manual of Mental Disorders , Games, Experimental , Humans , Male , Risk Assessment , Sampling Studies , Severity of Illness Index , Social Behavior , Treatment Outcome
4.
Disabil Rehabil Assist Technol ; 11(3): 188-94, 2016.
Article in English | MEDLINE | ID: mdl-26203588

ABSTRACT

The aim of this study was to evaluate the usability of Ontology Supported Computerized Assistive Technology Recommender (OSCAR), a Clinical Decision Support System (CDSS) for the assistive technology adaptation process, its impact on learning the matching process, and to determine the relationship between its usability and learnability. Two groups of expert and novice clinicians (total, n = 26) took part in this study. Each group filled out system usability scale (SUS) to evaluate OSCAR's usability. The novice group completed a learning questionnaire to assess OSCAR's effect on their ability to learn the matching process. Both groups rated OSCAR's usability as "very good", (M [SUS] = 80.7, SD = 11.6, median = 83.7) by the novices, and (M [SUS] = 81.2, SD = 6.8, median = 81.2) by the experts. The Mann-Whitney results indicated that no significant differences were found between the expert and novice groups in terms of OSCAR's usability. A significant positive correlation existed between the usability of OSCAR and the ability to learn the adaptation process (rs = 0.46, p = 0.04). Usability is an important factor in the acceptance of a system. The successful application of user-centered design principles during the development of OSCAR may serve as a case study that models the significant elements to be considered, theoretically and practically in developing other systems. Implications for Rehabilitation Creating a CDSS with a focus on its usability is an important factor for its acceptance by its users. Successful usability outcomes can impact the learning process of the subject matter in general, and the AT prescription process in particular. The successful application of User-Centered Design principles during the development of OSCAR may serve as a case study that models the significant elements to be considered, theoretically and practically. The study emphasizes the importance of close collaboration between the developers and the end users.


Subject(s)
Decision Support Systems, Clinical/statistics & numerical data , Physical Therapists/psychology , Self-Help Devices , User-Computer Interface , Adult , Female , Humans , Learning , Middle Aged
5.
Stud Health Technol Inform ; 217: 749-54, 2015.
Article in English | MEDLINE | ID: mdl-26294558

ABSTRACT

The aim of this paper was to develop and validate an ontology for one class of assistive technology (AT), namely physically controllable pointing devices, using the Delphi method. Six occupational therapists with AT expertise identified important items and categories to the pointing device prescription through a three-round, structured process consisting of responses to a series of questionnaires. The intraclass correlation coefficient (ICC) was used to assess the interrater reliability of items included in categories related to the pointing devices and to the user profile. During the first round, the ICC ranged from 0.19 to 0.97; this improved to ICCs ranging from 0.72 to 1.0 during the second round. A full consensus was reached by the experts during the final round which included 218 items, divided into five categories, for the pointing device list, and 168 items, divided into six categories, for the user profile list. This ontology is expected to help achieve a more systematic regulation of the AT field, leading to greater standardization and increased knowledge sharing.


Subject(s)
Biological Ontologies , Self-Help Devices , Consensus , Delphi Technique , Humans , Reproducibility of Results , Surveys and Questionnaires
6.
Brain Res ; 1609: 54-62, 2015 Jun 03.
Article in English | MEDLINE | ID: mdl-25797802

ABSTRACT

Does the learning of a balance and stability skill exhibit time-course phases and transfer limitations characteristic of the acquisition and consolidation of voluntary movement sequences? Here we followed the performance of young adults trained in maintaining balance while standing on a moving platform synchronized with a virtual reality road travel scene. The training protocol included eight 3 min long iterations of the road scene. Center of Pressure (CoP) displacements were analyzed for each task iteration within the training session, as well as during tests at 24h, 4 weeks and 12 weeks post-training to test for consolidation phase ("offline") gains and assess retention. In addition, CoP displacements in reaction to external perturbations were assessed before and after the training session and in the 3 subsequent post-training assessments (stability tests). There were significant reductions in CoP displacements as experience accumulated within session, with performance stabilizing by the end of the session. However, CoP displacements were further reduced at 24h post-training (delayed "offline" gains) and these gains were robustly retained. There was no transfer of the practice-related gains to performance in the stability tests. The time-course of learning the balance maintenance task, as well as the limitation on generalizing the gains to untrained conditions, are in line with the results of studies of manual movement skill learning. The current results support the conjecture that a similar repertoire of basic neuronal mechanisms of plasticity may underlay skill (procedural, "how to" knowledge) acquisition and skill memory consolidation in voluntary and balance maintenance tasks.


Subject(s)
Learning/physiology , Motor Skills/physiology , Postural Balance/physiology , Adult , Female , Humans , Male , Memory/physiology , Pressure , Time Factors , User-Computer Interface
7.
J Child Neurol ; 29(8): 1119-24, 2014 Aug.
Article in English | MEDLINE | ID: mdl-24799367

ABSTRACT

Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments.


Subject(s)
Cerebral Palsy/diagnosis , Cerebral Palsy/therapy , Disease Management , User-Computer Interface , Virtual Reality Exposure Therapy/methods , Cerebral Palsy/psychology , Humans
8.
Man Ther ; 19(3): 252-8, 2014 Jun.
Article in English | MEDLINE | ID: mdl-24291364

ABSTRACT

PURPOSE: This study aimed to investigate the relationship between cervical kinematics and subjective measures, including pain intensity, disability, and fear of motion. METHODS: Twenty-five patients (19 females, 6 males; mean age 39 ± 12.7 years) with chronic neck pain participated in this cross-sectional study. A customized virtual reality system was employed to evaluate cervical range of motion (ROM) and kinematics, using an interactive game controlled by cervical motion via electromagnetic tracking. Self-reported outcome measures included pain intensity (visual analogue scale); disability (Neck Disability Index); and fear of motion (TAMPA scale of kinesiophobia). Kinematic measures included cervical ROM, mean and peak velocity, and number of velocity peaks (NVP) reflecting smoothness of motion. RESULTS: Results showed significant correlations of approximately 0.4-0.6 between ROM and fear of motion, pain intensity, and disability. All 12 kinematic measures were correlated with fear of motion, but only a few were correlated with pain intensity, and with disability. CONCLUSIONS: The results emphasise fear of motion as a subjective measure primarily correlated with neck kinematics, including range, velocity, and smoothness of cervical motion. The level of neck disability was found to be partly related to ROM or to other kinematic impairments. However, ROM by itself remains a valid measure related to pain intensity and to fear of motion in patients with chronic neck pain. All correlations demonstrated were moderate, indicating that these measures involve other factors in need of further research.


Subject(s)
Fear/psychology , Neck Pain/diagnosis , Neck Pain/psychology , Pain Measurement , Range of Motion, Articular/physiology , Adult , Biomechanical Phenomena , Cervical Vertebrae/physiopathology , Chronic Pain , Confidence Intervals , Cross-Sectional Studies , Disability Evaluation , Female , Humans , Male , Middle Aged , Neck Pain/rehabilitation , Severity of Illness Index , Sickness Impact Profile
9.
Autism ; 18(4): 346-61, 2014 May.
Article in English | MEDLINE | ID: mdl-24092843

ABSTRACT

This article reports the results of a meta-analysis of technology-based intervention studies for children with autism spectrum disorders. We conducted a systematic review of research that used a pre-post design to assess innovative technology interventions, including computer programs, virtual reality, and robotics. The selected studies provided interventions via a desktop computer, interactive DVD, shared active surface, and virtual reality. None employed robotics. The results provide evidence for the overall effectiveness of technology-based training. The overall mean effect size for posttests of controlled studies of children with autism spectrum disorders who received technology-based interventions was significantly different from zero and approached the medium magnitude, d = 0.47 (confidence interval: 0.08-0.86). The influence of age and IQ was not significant. Differences in training procedures are discussed in the light of the negative correlation that was found between the intervention durations and the studies' effect sizes. The results of this meta-analysis provide support for the continuing development, evaluation, and clinical usage of technology-based intervention for individuals with autism spectrum disorders.


Subject(s)
Child Development Disorders, Pervasive/rehabilitation , Technology/methods , Therapies, Investigational/methods , Child , Female , Humans , Male , Patient Education as Topic/methods , Robotics/methods , Therapy, Computer-Assisted/methods , Virtual Reality Exposure Therapy/methods
10.
IEEE Trans Neural Syst Rehabil Eng ; 20(6): 778-87, 2012 Nov.
Article in English | MEDLINE | ID: mdl-22907972

ABSTRACT

Virtual reality environments are increasingly being used for upper limb rehabilitation in poststroke patients. Our goal was to determine if arm reaching movements made in a 2-D video-capture virtual reality environment are similar to those made in a comparable physical environment. We compared arm and trunk kinematics for reaches made with the right, dominant arm to three targets (14 trials per target) in both environments by 16 adults with right poststroke hemiparesis and by eight healthy age-matched controls. Movement kinematics were recorded with a three-camera optoelectronic system at 100 samples/s. Reaching movements made by both control and stroke subjects were affected by viewing the targets in the video-capture 2-D virtual environment. Movements were slower, shorter, less straight, less accurate and involved smaller ranges of shoulder and elbow joint excursions for target reaches in the virtual environment compared to the physical environment in all subjects. Thus, there was a decrease in the overall movement quality for movements made in the 2-D virtual environment. This suggests that 2-D video-capture virtual reality environments should be used with caution when the goal of the rehabilitation program is to improve the quality of movement patterns of the upper limb.


Subject(s)
Biomechanical Phenomena , Movement/physiology , Stroke Rehabilitation , Stroke/physiopathology , User-Computer Interface , Aged , Aged, 80 and over , Analysis of Variance , Arm/physiology , Calibration , Computer Simulation , Cues , Elbow Joint/physiology , Environment , Female , Humans , Male , Middle Aged , Paresis/etiology , Paresis/physiopathology , Psychomotor Performance/physiology , Shoulder Joint/physiology
11.
Res Dev Disabil ; 31(4): 869-74, 2010.
Article in English | MEDLINE | ID: mdl-20346616

ABSTRACT

Individuals with intellectual and developmental disabilities (IDD) are in need of effective and motivating physical fitness training programs. The aim was to test the effectiveness of a virtual reality (VR)-based exercise program in improving the physical fitness of adults with severe IDD when implemented by on-site caregivers. A research group (N=20; mean age+/-standard deviation=47.9+/-8.6 years; severe IDD level) was matched for age, IDD level and functional abilities with a comparison group (N=24, mean age=46.2+/-9.3 years; severe IDD level). An 8-week fitness program consisting of 2-3 30-min sessions per week included game-like exercises provided by the IREX/GX video capture VR system. Changes in physical fitness were monitored by changes in heart rate at rest. A significant (P<0.005) reduction in heart rate was demonstrated for the research group. No change in heart rate was monitored in the comparison group. Despite statistically significant improvements in heart rate, the results are not strong enough functionally to claim that this program improved physical fitness of individuals with severe intellectual disability.


Subject(s)
Developmental Disabilities/rehabilitation , Exercise , Health Promotion/methods , Intellectual Disability/rehabilitation , Physical Fitness , Therapy, Computer-Assisted , User-Computer Interface , Adult , Feasibility Studies , Female , Heart Rate , Humans , Male , Middle Aged , Motivation , Patient Acceptance of Health Care , Pilot Projects , Treatment Outcome
12.
Spine (Phila Pa 1976) ; 35(4): E105-12, 2010 Feb 15.
Article in English | MEDLINE | ID: mdl-20110842

ABSTRACT

STUDY DESIGN: Neck-pain and control group comparative analysis of conventional and virtual reality (VR)-based assessment of cervical range of motion (CROM). OBJECTIVES: To use a tracker-based VR system to compare CROM of individuals suffering from chronic neck pain with CROM of asymptomatic individuals; to compare VR system results with those obtained during conventional assessment; to present the diagnostic value of CROM measures obtained by both assessments; and to demonstrate the effect of a single VR session on CROM. SUMMARY OF BACKGROUND DATA: Neck pain is a common musculoskeletal complaint with a reported annual prevalence of 30% to 50%. In the absence of a gold standard for CROM assessment, a variety of assessment devices and methodologies exist. Common to these methodologies, assessment of CROM is carried out by instructing subjects to move their head as far as possible. However, these elicited movements do not necessarily replicate functional movements which occur spontaneously in response to multiple stimuli. To achieve a more functional approach to cervical motion assessment, we have recently developed a VR environment in which electromagnetic tracking is used to monitor cervical motion while participants are involved in a simple yet engaging gaming scenario. METHODS: CROM measures were collected from 25 symptomatic and 42 asymptomatic individuals using VR and conventional assessments. Analysis of variance was used to determine differences between groups and assessment methods. Logistic regression analysis, using a single predictor, compared the diagnostic ability of both methods. RESULTS: Results obtained by both methods demonstrated significant CROM limitations in the symptomatic group. The VR measures showed greater CROM and sensitivity while conventional measures showed greater specificity. A single session exposure to VR resulted in a significant increase in CROM. CONCLUSION: Neck pain is significantly associated with reduced CROM as demonstrated by both VR and conventional assessment methods. The VR method provides assessment of functional CROM and can be used for CROM enhancement. Assessment by VR has greater sensitivity than conventional assessment and can be used for the detection of true symptomatic individuals.


Subject(s)
Cervical Vertebrae/physiopathology , Head Movements , Neck Pain/diagnosis , User-Computer Interface , Video Games , Adult , Aged , Biomechanical Phenomena , Case-Control Studies , Chronic Disease , Disability Evaluation , Electromagnetic Phenomena , Female , Humans , Logistic Models , Male , Middle Aged , Neck Pain/physiopathology , Pain Measurement , Predictive Value of Tests , Range of Motion, Articular , Severity of Illness Index , Young Adult
13.
Am J Occup Ther ; 63(5): 535-42, 2009.
Article in English | MEDLINE | ID: mdl-19785252

ABSTRACT

OBJECTIVE: To explore the potential of the VMall, a virtual supermarket running on a video-capture virtual reality system, as an intervention tool for people who have multitasking deficits after stroke. METHOD: Poststroke, 4 participants received ten 60-min sessions over 3 weeks using the VMall. The intervention focused on improving multitasking while the participant was engaged in a virtual shopping task. Instruments included the Multiple Errands Test-Hospital Version (MET-HV) in a real mall and in the VMall. RESULTS: Participants achieved improvements ranging from 20.5% to 51.2% for most of the MET-HV measures performed in a real shopping mall and in the VMall. CONCLUSIONS: The data support the VMall's potential as a motivating and effective intervention tool for the rehabilitation of people poststroke who have multitasking deficits during the performance of daily tasks. However, because the sample was small, additional intervention studies with the VMall should be conducted.


Subject(s)
Activities of Daily Living , Occupational Therapy/methods , Stroke Rehabilitation , Task Performance and Analysis , Aged , Conditioning, Operant , Female , Humans , Male , Middle Aged , Occupational Therapy/instrumentation , Surveys and Questionnaires , User-Computer Interface
14.
Stud Health Technol Inform ; 144: 243-7, 2009.
Article in English | MEDLINE | ID: mdl-19592773

ABSTRACT

Neuropsychological disorders are common in stroke patients, ranging from an isolated impairment to impairment in multiple cognitive functions. The cognitive domains affected are in particular executive functions. These comprise planning, organising, conducting, assessing and controlling actions. Dual task abilities, that is the ability to perform successive or simultaneous tasks, are not easy to be evaluated and recovered by traditional paper and pencil methods, due to their ecological and contextual nature. NeuroVR 1.5 is a cost-free virtual reality platform based on open-source software, allowing professionals to easily modify a virtual world, to best suit the needs of the clinical setting.The present study was designed to develop and test a NeuroVR based tool for the rehabilitation of shifting of attention and action planning functions using tasks reminiscent of daily life tasks. We present the virtual environment and the cognitive procedure we developed, discussing two stroke patients case studies, which underwent an integrated neuropsychological and VR assessment.


Subject(s)
Software , User-Computer Interface , Cognition , Executive Function , Humans , Neuropsychological Tests , Stroke Rehabilitation
15.
Stud Health Technol Inform ; 145: 263-76, 2009.
Article in English | MEDLINE | ID: mdl-19592799

ABSTRACT

The rapid development of Virtual Reality-based technologies over the past decade is both an asset and a challenge for neuro-rehabilitation. The availability of novel technologies that provide interactive, functional simulations with multimodal feedback enable clinicians to achieve traditional therapeutic goals that would be difficult, if not impossible, to attain via conventional therapy. They also lead to the creation of completely new clinical paradigms which would have been hard to achieve in the past. In applications of rehabilitation for both motor and cognitive deficits the main focus of much of the early exploratory research has been to investigate the use of virtual reality as an assessment tool. To date such environments are primarily: (a) single user (i.e., designed for and used by one clinical client at a time) and (b) used locally within a clinical or educational setting. More recently, researchers have begun the development of new and more complex VR-based approaches according to two dimensions: the number of users and the distance between the users. Driven by a push-pull phenomenon, the original approach has now expanded to three additional avenues: multiple users in co-located settings; single users in remote locations; and multiple users in remote locations. After a presentation of examples that illustrate theses various approaches, we will conclude in addressing questions and ethical considerations raised by this evolution in the use of virtual environments in rehabilitation.


Subject(s)
Computer Simulation , Diffusion of Innovation , Rehabilitation/methods , User-Computer Interface , Humans , Psychomotor Disorders/rehabilitation , Stroke Rehabilitation
16.
Res Dev Disabil ; 30(2): 229-39, 2009.
Article in English | MEDLINE | ID: mdl-18479889

ABSTRACT

Individuals with intellectual and developmental disabilities (IDD) are in need of effective physical fitness training programs. The aim was to test the effectiveness of a Virtual Reality (VR)-based exercise program in improving the physical fitness of adults with IDD. A research group (N=30; mean age=52.3+/-5.8 years; moderate IDD level) was matched for age, IDD level and functional abilities with a control group (N=30, mean age=54.3+/-5.4 years). A 5-6 week fitness program consisting of two 30 min sessions per week included game-like exercises provided by the Sony PlayStation II EyeToy VR system. Changes in physical fitness were monitored by the Energy Expenditure Index (EEI), the modified 12 min walk/run and the Total Heart Beat Index (THBI). Significant (p<0.05) improvements in physical fitness were demonstrated for the research group in comparison to the control group for the Modified Cooper test and the THBI but not for the EEI test. The EEI, Modified Cooper and THBI tests were found feasible to evaluate physical fitness levels and change of individuals with IDD under clinical conditions. VR technology intervention was suitable for adults with IDD and resulted in significant improvements in the physical fitness levels of the participants.


Subject(s)
Disabled Persons , Persons with Mental Disabilities , Physical Fitness , Activities of Daily Living , Adult , Computer Simulation , Counseling , Exercise Therapy , Female , Humans , Male , Middle Aged , Occupational Therapy , Physical Education and Training
17.
Neuropsychol Rehabil ; 19(4): 583-602, 2009 Aug.
Article in English | MEDLINE | ID: mdl-19058093

ABSTRACT

The purpose of this study was to establish ecological validity and initial construct validity of a Virtual Multiple Errands Test (VMET) as an assessment tool for executive functions. It was implemented within the Virtual Mall (VMall), a novel functional video-capture virtual shopping environment. The main objectives were (1) to examine the relationships between the performance of three groups of participants in the Multiple Errands Test (MET) carried out in a real shopping mall and their performance in the VMET, (2) to assess the relationships between the MET and VMET of the post-stroke participant's level of executive functioning and independence in instrumental activities of daily living, and (3) to compare the performance of post-stroke participants to those of healthy young and older controls in both the MET and VMET. The study population included three groups; post-stroke participants (n = 9), healthy young participants (n = 20), and healthy older participants (n = 20). The VMET was able to differentiate between two age groups of healthy participants and between healthy and post-stroke participants thus demonstrating that it is sensitive to brain injury and ageing and supports construct validity between known groups. In addition, significant correlations were found between the MET and the VMET for both the post-stroke participants and older healthy participants. This provides initial support for the ecological validity of the VMET as an assessment tool of executive functions. However, further psychometric data on temporal stability are needed, namely test-retest reliability and responsiveness, before it is ready for clinical application. Further research using the VMET as an assessment tool within the VMall with larger groups and in additional populations is also recommended.


Subject(s)
Activities of Daily Living , Executive Function , Neuropsychological Tests , Stroke/diagnosis , User-Computer Interface , Adult , Age Factors , Aged , Aged, 80 and over , Environment , Female , Humans , Male , Middle Aged , Young Adult
18.
Cyberpsychol Behav ; 11(2): 196-200, 2008 Apr.
Article in English | MEDLINE | ID: mdl-18422413

ABSTRACT

Recently, a growing number of electronic mentoring (e-mentoring) Web sites have become available that provide vocational and career support. To date, few researchers have addressed the phenomenon of e-mentoring from a socioemotional perspective for populations with special needs. This paper presents a pilot study designed to test and evaluate an e-mentoring intervention program based on mutual self-disclosure and friendship for youth with special needs. Using qualitative methods, the study characterized the e-mentoring process and its contributions to this population. Results provided support for the socioemotional potential of computer-mediated communication for youth with special needs, although some barriers were found. Practical implications for implementing feasible e-mentoring programs for youth with special needs are discussed.


Subject(s)
Disabled Persons , Health Services Needs and Demand , Internet , Mentors , Adolescent , Child , Communication , Feasibility Studies , Female , Humans , Male
19.
Res Dev Disabil ; 29(3): 273-87, 2008.
Article in English | MEDLINE | ID: mdl-17590313

ABSTRACT

Participation in leisure activities is a fundamental human right and an important factor of quality of life. Adults with intellectual disabilities (ID) and physical disabilities often experience limited opportunities to participate in leisure activities, virtual reality (VR) technologies may serve to broaden their repertoire of accessible leisure activities. Although the use of VR in rehabilitation has grown over the past decade, few applications have been reported for people with ID. Thirty-three men and women with moderate ID and severe cerebral palsy participated in the study. Each participant in the experimental group (n=17) took part in VR activity two to three times weekly for 12 weeks. Virtual games were provided via GestureTek's Gesture Xtreme video capture VR system. The VR-based activities were perceived by the participants to be enjoyable and successful. Moreover, participants demonstrated clear preferences, initiation and learning. They performed consistently and maintained a high level of interest throughout the intervention period. VR appears to provide varied and motivating opportunities for leisure activities among young adults with intellectual and physical disabilities. Its ease of use and adaptability make it a feasible option for this population.


Subject(s)
Disabled Persons/rehabilitation , Leisure Activities , Persons with Mental Disabilities/rehabilitation , Video Games/psychology , Adult , Disabled Persons/psychology , Female , Humans , Male , Self Concept , Self-Help Devices , Surveys and Questionnaires
20.
Pediatr Rehabil ; 9(4): 404-17, 2006.
Article in English | MEDLINE | ID: mdl-17111567

ABSTRACT

INTRODUCTION: Disturbances in handwriting legibility and speed are found among elementary school-aged children. The aim of this paper is to present a set of sophisticated analytical tools suitable for visualization and evaluation of handwriting disturbances. METHODS: Handwriting samples from 30 children, 15 proficient and 15 non-proficient handwriters, aged 8-9 years were collected with the aid of a digitizing tablet. Temporal and spatial measures of the handwriting process dynamics based on signal processing methods were developed and visually presented. RESULTS: Significant differences between proficient and non-proficient handwriters were found in handwriting characteristics such as the standard deviations of letter width (t=2.96, p=0.008), letter height (t=3.24, p=0.005) and pen elevation (t=2.91, p=0.008). Significant differences were also found for the number of pen lifts (t=2.27, p=0.03), for the value of the correlation coefficients between letter length and time (t= -6.62, p=0.000) and between the actual and computed number of words (t=2.79, p=0.01). CONCLUSIONS: The techniques described in this paper provide objective measures for handwriting performance presented in a way designed to help clinicians and educators visualize handwriting difficulties during clinical evaluation and intervention. Data visualization and analysis appear to enhance information concerning the spatial and temporal dynamics of handwriting.


Subject(s)
Handwriting , Psychomotor Performance/physiology , Signal Processing, Computer-Assisted , Task Performance and Analysis , Agraphia/diagnosis , Child , Diagnosis, Computer-Assisted , Female , Humans , Male , Psychomotor Performance/classification
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