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1.
Disabil Rehabil ; 45(24): 4001-4015, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-36325613

RESUMO

PURPOSE: To evaluate the effectiveness of mobile health applications (mHealth apps) containing a physical training component on physical function and physical activity in stroke rehabilitation. MATERIALS AND METHODS: A systematic literature search was conducted in three databases for studies published from inception to 12 July 2022. Clinical trials including mHealth apps with a physical training component were included using outcomes of physical function and physical activity. Quality of life was extracted as a secondary outcome. RESULTS: Five RCTs, two non-RCTs, and four uncontrolled clinical trials were included with a total of 264 stroke survivors. Eleven apps were identified with a physical training component using features of gamification (six apps), exercise prescription (three apps), and physical activity (two apps). Six out of seven studies reported statistically significant improvements in physical function in favor of the experimental group, with the most robust findings for upper extremity function. For physical activity, statistically significant improvements were seen in the experimental groups. Only one study showed significant improvement in quality of life. Overall study quality was fair. CONCLUSIONS: mHealth apps containing a physical training component are promising for physical function and physical activity in stroke rehabilitation. Further research is warranted to confirm these conclusions.Implications for rehabilitationDesign content of mobile apps with a physical training component were focused on gamification, exercise prescription, and physical activityUsing mobile app-delivered therapy seem promising for improving upper extremity function in stroke rehabilitationUsing mobile apps also supported an increase of physical activity in people with strokeStudies using mobile apps should report more specifically the dosage of physical training and adherenceUsing mobile apps seems promising as an additional tool for clinical work, however, more studies are required to understand their effectiveness in stroke rehabilitation.


Assuntos
Aplicativos Móveis , Acidente Vascular Cerebral , Telemedicina , Humanos , Qualidade de Vida , Exercício Físico , Sobreviventes
2.
Morphologie ; 105(351): 275-280, 2021 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-33279396

RESUMO

The human temporomandibular joint (TMJ) is involved in vital functions such as feeding and talking, while its disorder prevalence is reported to be between 5% and 12%. Functional evaluation using quantitative motion analysis tools is interesting in order to better understand normal and abnormal TMJ behavior. But, for the same mandibular displacement, left and right condyles will most certainly give different motion representation: both condyles showing a different shape and volume, being most of the time asymmetric and highly individual. This study performs quantification on relative left and right condyle orientation and position using the spatial location of palpated anatomical landmarks (ALs) and anatomical frames (AFs), on three-dimensional (3D) models created from computerized tomography (CT) performed on 94 mandibles from Université Libre de Bruxelles bone repository, and magnetic resonance imaging (MRI) performed on 11 living subjects. Our aim was to gather as much data as possible on the morphological aspect of the condyle's orientation asymmetry within the same mandible, in order to better address the difference of motion representation that will be observed for the right and left condyles in further kinematic studies.


Assuntos
Côndilo Mandibular , Articulação Temporomandibular , Humanos , Imageamento por Ressonância Magnética , Mandíbula/diagnóstico por imagem , Côndilo Mandibular/diagnóstico por imagem , Articulação Temporomandibular/diagnóstico por imagem , Tomografia Computadorizada por Raios X
3.
Morphologie ; 104(345): 77-84, 2020 May.
Artigo em Inglês | MEDLINE | ID: mdl-31296371

RESUMO

INTRODUCTION: Over the last years, the definition of quadriceps femoris (QF) has evolved somewhat and some authors now define a fifth head: the tensor of vastus intermedius (TVI). Descriptions of the different components of QF in textbooks and recent findings remain confusing. Therefore, the aim of this study is to obtain more information on this possible fifth head. MATERIALS AND METHODS: Twenty lower limbs of 10 embalmed cadavers, six females and four males, were investigated by macro-dissection. The dissection and separation of the different heads were performed with the fingers and a distinction between the different parts of the quadriceps was noted only if it was possible to separate the heads without scalpel to avoid artificial separation of muscle parts. RESULTS: In 9 lower limbs we found a QF as classically described in textbook. TVI was found in only 7 limbs and in 4 cases we were not able to differentiate VI and VM or VI and VL (triceps femoris as described by Testut). These results, and the diversity of descriptions found in the literature have led us to review the definition of an isolated muscle. CONCLUSION: In this study, the presence of TVI was not demonstrated in all limbs unlike previously published studies on the subject. Harmonisation of dissection techniques, but also a clear definition of a muscle is required in order to be able to compare studies and draw clear conclusions.


Assuntos
Músculo Quadríceps/anatomia & histologia , Terminologia como Assunto , Adulto , Anatomia Transversal , Cadáver , Dissecação , Feminino , Humanos , Masculino
4.
Gait Posture ; 68: 449-452, 2019 02.
Artigo em Inglês | MEDLINE | ID: mdl-30597447

RESUMO

BACKGROUND: There is a link between breathing and balance and posture. When the inspiratory loads are increased by pathologies, there is a decrease of postural control. The increase of the inspiratory load on respiratory muscles is a common feature in various chronic pulmonary pathologies. Consequently, the balance of those patients is likely affected. RESEARCH QUESTION: The aim of this study is to validate the use of the Nintendo Wii Balance Board (WBB) to assess balance modifications induced by increased respiratory loads in healthy subjects. METHODS: Thirty-seven healthy young participants (25 ± 4 years old, 17 women) participated in this study. Five different conditions were tested: without anything (control), throughout a mouthpiece, and throughout three inspiratory threshold loads (ITL) at 10% (low), 40% (mid) and 60% (high) of the maximal inspiratory pressure. Each trial lasted for 60 s. Nine parameters were extracted based on center of pressure displacement based on a previously-validated method. ANOVA tests were used to compare the different conditions followed by Bonferroni's corrections. RESULTS: Highly statistically significant differences (all p < 0.01) and large effect sizes (all ω2 > 0.24) were obtained for all parameters between the different loads and the mouthpiece condition. There is a linear relationship between the load and balance perturbation. SIGNIFICANCE: In this study, we demonstrated the validity of the WBB to detect the effect of the inspiratory load on balance in young healthy subjects. Further studies are needed to determine if such a kind of evaluation can be used in clinics with patients suffering from chronic respiratory disease.


Assuntos
Inalação/fisiologia , Equilíbrio Postural/fisiologia , Postura/fisiologia , Jogos de Vídeo , Adulto , Análise de Variância , Feminino , Voluntários Saudáveis , Humanos , Masculino , Pressões Respiratórias Máximas , Adulto Jovem
5.
Gait Posture ; 57: 35-39, 2017 09.
Artigo em Inglês | MEDLINE | ID: mdl-28564622

RESUMO

The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control. The trial duration and accuracy, measures of gross motor function and fine motor control, respectively, were computed for each participant. ANOVA tests shows statistically significant differences between the three groups for duration (53±15, 27±10 and 119±30s for children, adults and elderly subjects respectively) and accuracy (87±5, 89±10 and 70±8% for children, adults and elderly subjects respectively). The slopes of the curves that approximated the evolution of the performance over various ages are coherent with previous studies about motor control development and physiological decline. The proposed solution, i.e. serious games rehabilitation exercises coupled to motion analysis, seems to be an interesting tool to assess global motor function. Further studies are needed to study the influence of pathologies on the studied parameters.


Assuntos
Envelhecimento/fisiologia , Terapia por Exercício/métodos , Desenvolvimento Humano/fisiologia , Destreza Motora/fisiologia , Análise e Desempenho de Tarefas , Jogos de Vídeo , Adolescente , Adulto , Idoso , Idoso de 80 Anos ou mais , Fenômenos Biomecânicos , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Adulto Jovem
6.
J Biomech ; 49(13): 2561-2565, 2016 09 06.
Artigo em Inglês | MEDLINE | ID: mdl-27497500

RESUMO

In the last decade, technological advances in the gaming industry have allowed the marketing of hardware for motion and balance control that is based on technological concepts similar to scientific and clinical equipment. Such hardware is attractive to researchers and clinicians for specific applications. However, some questions concerning their scientific value and the range of future potential applications have yet to be answered. This article attempts to present an objective analysis about the pros and cons of using such hardware for scientific and clinical purposes and calls for a constructive discussion based on scientific facts and practical clinical requests that are emerging from application fields.


Assuntos
Modalidades de Fisioterapia/instrumentação , Jogos de Vídeo , Fenômenos Biomecânicos , Análise Custo-Benefício , Equipamentos e Provisões Elétricas , Humanos , Movimento , Equilíbrio Postural , Interface Usuário-Computador
7.
Methods Inf Med ; 55(1): 70-8, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-26640833

RESUMO

INTRODUCTION: This article is part of the Focus Theme of Methods of Information in Medicine on "Methodologies, Models and Algorithms for Patients Rehabilitation". OBJECTIVES: This paper presents a camera based method for identifying the patient and detecting interactions between the patient and the therapist during therapy. Detecting interactions helps to discriminate between active and passive motion of the patient as well as to estimate the accuracy of the skeletal data. METHODS: Continuous face recognition is used to detect, recognize and track the patient with other people in the scene (e.g. the therapist, or a clinician). We use a method based on local binary patterns (LBP). After identifying users in the scene we identify interactions between the patient and other people. We use a depth map/point cloud for estimating the distance between two people. Our method uses the association of depth regions to user identities and computes the minimal distance between the regions. RESULTS: Our results show state-of-the-art performance of real-time face recognition using low-resolution images that is sufficient to use in adaptive systems. Our proposed approach for detecting interactions shows 91.9% overall recognition accuracy what is sufficient for applications in the context of serious games. We also discuss limitations of the proposed method as well as general limitations of using depth cameras for serious games. CONCLUSIONS: We introduced a new method for frame-by-frame automated identification of the patient and labeling reliable sequences of the patient's data recorded during rehabilitation (games). Our method improves automated rehabilitation systems by detecting the identity of the patient as well as of the therapist and by detecting the distance between both over time.


Assuntos
Processamento de Imagem Assistida por Computador/métodos , Reabilitação/métodos , Algoritmos , Cor , Simulação por Computador , Face , Reações Falso-Positivas , Humanos , Interpretação de Imagem Assistida por Computador/métodos , Imageamento Tridimensional/métodos , Modelos Estatísticos , Reconhecimento Automatizado de Padrão/métodos , Reprodutibilidade dos Testes , Sensibilidade e Especificidade , Jogos de Vídeo
8.
Rev Med Brux ; 36(3): 161-5, 2015.
Artigo em Francês | MEDLINE | ID: mdl-26372978

RESUMO

Contact sports and sports with high risk of head traumatism are increasingly becoming more popular. This trend leads to a 60% increase of sport-related concussions in the decade. It is therefore important to summarize the current knowledge in this field (diagnosis, risk factors...) in order to help clinicians to improve this pathology management. Short and long term consequences are too often minimized by clinicians, while related clinical disorders should not be neglected (e.g. headaches, cognitive troubles, vestibular troubles, depression...). Complications risks are directly linked to the number of concussions or if patients return to play before complete recovery. Correct knowledge of symptoms and of the various assessment tests are consequently therefore important to know in order identity and tackle long term complications of sport-related concussions.


Assuntos
Traumatismos em Atletas/complicações , Concussão Encefálica/etiologia , Traumatismos em Atletas/epidemiologia , Traumatismos em Atletas/terapia , Conscientização , Concussão Encefálica/epidemiologia , Concussão Encefálica/terapia , Humanos , Prevalência , Esportes/estatística & dados numéricos
9.
Res Dev Disabil ; 35(8): 1899-913, 2014 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-24794289

RESUMO

The use of video games in rehabilitation is becoming more popular to clinicians. These games are embedded in off-the-shelf commercial entertainment applications or especially-developed for clinical purposes. Treatment of cerebral palsy (CP) children is a challenging task for clinicians. Lack of motivation and progress monitoring are two important factors clinicians need to deal with. The use of serious games (SG), sometimes referred to as Virtual Rehabilitation (VR), could therefore be an interesting adjuvant to conventional treatment for these patients. This is however a new discipline and many scientific issues remain to be solved. The aim of this paper is to describe available conventional treatment for CP children together with the level of evidence of each approach. A systematic review of the use of SG in rehabilitation is then conducted. 31 papers (7 randomized clinical trials, 16 cohort studies and 8 single-cases studies) were selected and analyzed, and their level of evidence compared to the conventional treatment. These studies reported outcomes for 352 patients. In summary, this review shows that it is difficult to compare those studies despite the large amount of patients. This is due to the lack of standardization in patient rehabilitation strategy and to the use of various clinical scales and scores. This non-standardization in patient follow-up between previously-published works make evidence-based conclusions difficult to obtain in order to support these techniques objectively. The use of SG for rehabilitation purposes currently meets similar issues. This paper proposes standardization strategies in order to improve treatment comparison and SG use in rehabilitation.


Assuntos
Paralisia Cerebral/reabilitação , Jogos Experimentais , Atividade Motora , Transtornos dos Movimentos/reabilitação , Jogos de Vídeo , Criança , Humanos , Ensaios Clínicos Controlados Aleatórios como Assunto
10.
Ergonomics ; 57(4): 622-31, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24646374

RESUMO

The recent availability of the Kinect™ sensor, a low-cost Markerless Motion Capture (MMC) system, could give new and interesting insights into ergonomics (e.g. the creation of a morphological database). Extensive validation of this system is still missing. The aim of the study was to determine if the Kinect™ sensor can be used as an easy, cheap and fast tool to conduct morphology estimation. A total of 48 subjects were analysed using MMC. Results were compared with measurements obtained from a high-resolution stereophotogrammetric system, a marker-based system (MBS). Differences between MMC and MBS were found; however, these differences were systematically correlated and enabled regression equations to be obtained to correct MMC results. After correction, final results were in agreement with MBS data (p = 0.99). Results show that measurements were reproducible and precise after applying regression equations. Kinect™ sensors-based systems therefore seem to be suitable for use as fast and reliable tools to estimate morphology. Practitioner Summary: The Kinect™ sensor could eventually be used for fast morphology estimation as a body scanner. This paper presents an extensive validation of this device for anthropometric measurements in comparison to manual measurements and stereophotogrammetric devices. The accuracy is dependent on the segment studied but the reproducibility is excellent.


Assuntos
Antropometria/instrumentação , Periféricos de Computador , Ergonomia/instrumentação , Fotogrametria/instrumentação , Jogos de Vídeo , Adolescente , Adulto , Feminino , Humanos , Masculino , Reprodutibilidade dos Testes , Adulto Jovem
11.
Gait Posture ; 39(1): 593-8, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24269523

RESUMO

The recent availability of the Kinect™ sensor, a cost-effective markerless motion capture system (MLS), offers interesting possibilities in clinical functional analysis and rehabilitation. However, neither validity nor reproducibility of this device is known yet. These two parameters were evaluated in this study. Forty-eight volunteers performed shoulder abduction, elbow flexion, hip abduction and knee flexion motions; the same protocol was repeated one week later to evaluate reproducibility. Movements were simultaneously recorded by the Kinect (with Microsoft Kinect SDK v.1.5) MLS and a traditional marker-based stereophotogrammetry system (MBS). Considering the MBS as reference, discrepancies between MLS and MBS were evaluated by comparing the range of motion (ROM) between both systems. MLS reproducibility was found to be statistically similar to MBS results for the four exercises. Measured ROMs however were found different between the systems.


Assuntos
Articulações/fisiologia , Monitorização Fisiológica/instrumentação , Fotogrametria , Amplitude de Movimento Articular/fisiologia , Adolescente , Adulto , Fenômenos Biomecânicos , Articulação do Cotovelo/fisiologia , Feminino , Articulação do Quadril/fisiologia , Humanos , Articulação do Joelho/fisiologia , Masculino , Reprodutibilidade dos Testes , Articulação do Ombro/fisiologia , Adulto Jovem
12.
J Biomech ; 46(14): 2363-71, 2013 Sep 27.
Artigo em Inglês | MEDLINE | ID: mdl-23972432

RESUMO

Modeling tools related to the musculoskeletal system have been previously developed. However, the integration of the real underlying functional joint behavior is lacking and therefore available kinematic models do not reasonably replicate individual human motion. In order to improve our understanding of the relationships between muscle behavior, i.e. excursion and motion data, modeling tools must guarantee that the model of joint kinematics is correctly validated to ensure meaningful muscle behavior interpretation. This paper presents a model-based method that allows fusing accurate joint kinematic information with motion analysis data collected using either marker-based stereophotogrammetry (MBS) (i.e. bone displacement collected from reflective markers fixed on the subject's skin) or markerless single-camera (MLS) hardware. This paper describes a model-based approach (MBA) for human motion data reconstruction by a scalable registration method for combining joint physiological kinematics with limb segment poses. The presented results and kinematics analysis show that model-based MBS and MLS methods lead to physiologically-acceptable human kinematics. The proposed method is therefore available for further exploitation of the underlying model that can then be used for further modeling, the quality of which will depend on the underlying kinematic model.


Assuntos
Articulações/fisiologia , Modelos Biológicos , Movimento/fisiologia , Fenômenos Biomecânicos , Humanos , Extremidade Inferior/fisiologia , Amplitude de Movimento Articular/fisiologia , Extremidade Superior/fisiologia
13.
Rev Med Brux ; 34(2): 70-8, 2013.
Artigo em Francês | MEDLINE | ID: mdl-23755713

RESUMO

Diagnosis and most of all classification of children with cerebral palsy (CP) remain a challenge for clinicians. To help them in this process, clinicians can rely on several clinical testing procedures as well as complementary investigations. The goal of this study was to determine which clinical tests found in the literature are the most frequently used in common practice in Belgium. Forty tests have been found in the literature. They have been sorted into five different categories: quantitative evaluation of motor function, spasticity evaluation, orthopaedic testing, upper limb evaluation and complementary investigations. Seven clinicians (five medical doctors and two physiotherapists) with a mean experience of sixteen years with CP children answered the questionnaire. Concerning the quantitative evaluation of motor function the most used tests are: Gross Motor Function Classification System, Manual Ability Classification System and the Pediatric Evaluation of Disability Inventory (PEDI). As regards spasticity, Ashworth scale is more frequently used than Tardieu test. No trend currently exist for the upper limb evaluation, but it was noted that these tests are rarely used in clinical practice. We observed a significant use of gait analysis at diagnosis and follow-up of CP children. We conclude that there are large differences between clinicians for clinical examination of CP children. This lack of consensus makes patient data comparison difficult between clinical centers. This seems to indicate that a homogenization effort should be organized if one wishes to better stimulate collaborations between centers.


Assuntos
Paralisia Cerebral/diagnóstico , Consenso , Padrões de Prática Médica , Criança , Técnicas de Diagnóstico Neurológico/normas , Humanos
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