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1.
Childs Nerv Syst ; 38(2): 303-310, 2022 02.
Artículo en Inglés | MEDLINE | ID: mdl-34623466

RESUMEN

PURPOSE: Develop and pilot an iPad-based intervention for improving visual-motor coordination, visual-spatial processing/reasoning, and visual attention in children with surgically treated hydrocephalus (HCP). METHODS: We developed an intervention protocol targeting visual-motor coordination, visual-spatial processing/reasoning, and visual attention. Fourteen participants with HCP completed 30 h of training over 6 weeks. The primary outcome measure was the Perceptual Reasoning Index from the Wechsler Abbreviated Scale of Intelligence, Second Edition. Secondary measures included subtests from the Wechsler Intelligence Scale for Children, Fourth Edition, Developmental NEuroPSYchological Assessment, Second Edition (NEPSY-II), and Purdue Pegboard. RESULTS: Children with HCP demonstrated gains with statistical significance on the Perceptual Reasoning Index. We also observed significant improvement on a timed test of visuo-motor coordination (Wechsler Intelligence Scale for Children, Fourth Edition, Coding). CONCLUSION: Our iPad-application-based intervention may promote visual-motor coordination, visual-spatial processing/reasoning, and visual attention skills in children with HCP, offering an engaging and economical supplement to more conventional therapies.


Asunto(s)
Hidrocefalia , Niño , Humanos , Hidrocefalia/cirugía , Inteligencia , Proyectos Piloto , Escalas de Wechsler
2.
Sensors (Basel) ; 20(24)2020 Dec 10.
Artículo en Inglés | MEDLINE | ID: mdl-33321811

RESUMEN

Compensatory movements at the trunk are commonly utilized during reaching by persons with motor impairments due to neurological injury such as stroke. Recent low-cost motion sensors may be able to measure trunk compensation, but their validity and reliability for this application are unknown. The purpose of this study was to compare the first (K1) and second (K2) generations of the Microsoft Kinect to a video motion capture system (VMC) for measuring trunk compensation during reaching. Healthy participants (n = 5) performed reaching movements designed to simulate trunk compensation in three different directions and on two different days while being measured by all three sensors simultaneously. Kinematic variables related to reaching range of motion (ROM), planar reach distance, trunk flexion and lateral flexion, shoulder flexion and lateral flexion, and elbow flexion were calculated. Validity and reliability were analyzed using repeated-measures ANOVA, paired t-tests, Pearson's correlations, and Bland-Altman limits of agreement. Results show that the K2 was closer in magnitude to the VMC, more valid, and more reliable for measuring trunk flexion and lateral flexion during extended reaches than the K1. Both sensors were highly valid and reliable for reaching ROM, planar reach distance, and elbow flexion for all conditions. Results for shoulder flexion and abduction were mixed. The K2 was more valid and reliable for measuring trunk compensation during reaching and therefore might be prioritized for future development applications. Future analyses should include a more heterogeneous clinical population such as persons with chronic hemiparetic stroke.


Asunto(s)
Hombro , Torso , Fenómenos Biomecánicos , Humanos , Movimiento , Rango del Movimiento Articular , Reproducibilidad de los Resultados , Grabación en Video
3.
Am J Occup Ther ; 73(4): 7304345020p1-7304345020p9, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31318679

RESUMEN

IMPORTANCE: Rehabilitation interventions for chronic stroke are largely impairment based, with results confined to the level of impairment instead of function. In contrast, cognitive strategy training interventions have demonstrated clinically meaningful improvements in functional outcomes. Integration of these approaches has yet to be explored. OBJECTIVE: To evaluate acceptability, recruitment, and retention rate and determine which outcome measures best capture the effect of the intervention. DESIGN: Single-group, pre-post design. SETTING: Research laboratory. PARTICIPANTS: Adults with chronic stroke and hemiparesis (N = 10). INTERVENTION: A 12-wk intervention integrating cognitive strategy training with upper extremity motor training. Two weekly sessions used Kinect-based virtual reality to encourage high numbers of upper extremity movement repetitions. The third weekly session focused on the use of cognitive strategies with practice of client-centered goals. OUTCOMES AND MEASURES: Upper extremity motor performance was measured with the Fugl-Meyer Assessment. Occupational performance on trained and untrained goals was measured via the Performance Quality Rating Scale and the Canadian Occupational Performance Measure. Outcome data were gathered preintervention, postintervention, and at 3-mo follow-up. RESULTS: The intervention was perceived as acceptable. Recruitment rate was 15%, and retention rate was 100%. Large effects were found on outcomes of upper extremity motor performance, occupational performance, and participation at follow-up. CONCLUSION AND RELEVANCE: MetacogVR is feasible for adults with chronic stroke. The effect of MetacogVR is best captured through measures of upper extremity motor performance, occupational performance, and participation. WHAT THIS ARTICLES ADDS: Traditional, impairment-based approaches to chronic stroke rehabilitation may require integration with cognitive-strategy training to affect performance on meaningful goals.


Asunto(s)
Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular , Realidad Virtual , Adulto , Cognición/fisiología , Humanos , Recuperación de la Función , Extremidad Superior/fisiología
4.
J Rehabil Assist Technol Eng ; 6: 2055668318823673, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31245028

RESUMEN

Background: Compensatory movement, such as flexing the trunk during reaching, may negatively affect motor improvement during task-based practice for persons with stroke. Shaping, or incrementally decreasing, the amount of compensation used during rehabilitation may be a viable strategy with methods using virtual reality. Methods: A virtual reality tool was designed to (1) monitor upper extremity movement kinematics with an off-the-shelf motion sensor (Microsoft Kinect V2), (2) convert movements into control of widely available computer games, and (3) provide real-time feedback to shape trunk compensation. This system was tested for feasibility by a small cohort of participants with chronic stroke (n = 5) during a 1-h session involving 40 min of virtual reality interaction. Outcomes related to repetitions, compensation, movement kinematics, usability, motivation, and sense of presence were collected. Results: Participants achieved a very high dose of reaching repetitions (461 ± 184), with an average of 81% being successful and 19% involving compensatory trunk flexion. Participants rated the system as highly usable, motivating, engaging, and safe. Conclusions: VRShape is feasible to use as a tool for increasing repetition rates, measuring and shaping compensation, and enhancing motivation for upper extremity therapy. Future research should focus on software improvements and investigation of efficacy during a virtual reality-based motor intervention.

5.
Disabil Rehabil Assist Technol ; 13(1): 54-59, 2018 01.
Artículo en Inglés | MEDLINE | ID: mdl-28102090

RESUMEN

PURPOSE: Studies have shown that marker-less motion detection systems, such as the first generation Kinect (Kinect 1), have good reliability and potential for clinical application. Studies of the second generation Kinect (Kinect 2) have shown a large range of accuracy relative to balance and joint localization; however, few studies have investigated the validity and reliability of the Kinect 2 for upper extremity motion. This investigation compared reliability and validity among the Kinect 1, Kinect 2 and a video motion capture (VMC) system for upper extremity movements. DESIGN: One healthy, adult male performed six upper extremity movements during two separate sessions. All movements were recorded on the Kinect 1, Kinect 2 and VMC simultaneously. Data were analyzed using MATLAB (Natick, MA), Microsoft Excel (Redmond, WA), and SPSS (Armonk, NY). RESULTS: Results indicated good reliability for both Kinects within a day; results between days were inconclusive for both devices due to the inability to exactly repeat the desired movements. Range of motion (ROM) magnitudes for both Kinects were different from the VMC, yet patterns of motion were very highly correlated for both devices. CONCLUSION: Simple transformations of Kinect data could bring magnitudes in line with those of the VMC, allowing the Kinects to be used in a clinical setting. Implications for Rehabilitation The clinical implications of the investigation support the notion that the Kinects could be used in the clinical setting if an understanding of their limitations exists. Using the Kinects to make assessments with a given data collection session is acceptable. Using the Kinects to make comparisons across different days such as before or after an intervention should be approached with caution. The Kinect 2 provides a more cost effective option compared to the VMC. Additionally, the Kinect is more portable, requires less time to set-up, and takes up less space, thus increasing its overall usability compared to the VMC.


Asunto(s)
Movimiento , Modalidades de Fisioterapia/normas , Juegos de Video/normas , Adulto , Fenómenos Biomecánicos , Humanos , Masculino , Rango del Movimiento Articular , Reproducibilidad de los Resultados , Extremidad Superior , Juegos de Video/economía
6.
Gait Posture ; 52: 202-204, 2017 02.
Artículo en Inglés | MEDLINE | ID: mdl-27915225

RESUMEN

INTRODUCTION: Improving gait speed and kinematics can be a time consuming and tiresome process. We hypothesize that incorporating virtual reality videogame play into variable improvement goals will improve levels of enjoyment and motivation and lead to improved gait performance. PURPOSE: To develop a feasible, engaging, VR gait intervention for improving gait variables. METHODS: Completing this investigation involved four steps: 1) identify gait variables that could be manipulated to improve gait speed and kinematics using the Microsoft Kinect and free software, 2) identify free internet videogames that could successfully manipulate the chosen gait variables, 3) experimentally evaluate the ability of the videogames and software to manipulate the gait variables, and 4) evaluate the enjoyment and motivation from a small sample of persons without disability. RESULTS: The Kinect sensor was able to detect stride length, cadence, and joint angles. FAAST software was able to identify predetermined gait variable thresholds and use the thresholds to play free online videogames. Videogames that involved continuous pressing of a keyboard key were found to be most appropriate for manipulating the gait variables. Five participants without disability evaluated the effectiveness for modifying the gait variables and enjoyment and motivation during play. Participants were able to modify gait variables to permit successful videogame play. Motivation and enjoyment were high. SUMMARY: A clinically feasible and engaging virtual intervention for improving gait speed and kinematics has been developed and initially tested. It may provide an engaging avenue for achieving thousands of repetitions necessary for neural plastic changes and improved gait.


Asunto(s)
Marcha , Realidad Virtual , Caminata , Fenómenos Biomecánicos , Femenino , Humanos , Masculino , Modalidades de Fisioterapia , Programas Informáticos
7.
Disabil Rehabil Assist Technol ; 12(1): 28-38, 2017 01.
Artículo en Inglés | MEDLINE | ID: mdl-26138222

RESUMEN

PURPOSE: The purpose of this project was to identify wheelchair skills currently being taught to new manual wheelchair users, identify areas of importance for manual wheelchair skills' training during initial rehabilitation, identify similarities and differences between the perspectives of health care professionals and manual wheelchair users and use the ICF to organize themes related to rehabilitation and learning how to use a manual wheelchair. METHOD: Focus groups were conducted with health care professionals and experienced manual wheelchair users. ICF codes were used to identify focus group themes. RESULTS: The Activities and Participation codes were more frequently used than Structure, Function and Environment codes. Wheelchair skills identified as important for new manual wheelchair users included propulsion techniques, transfers in an out of the wheelchair, providing maintenance to the wheelchair and navigating barriers such as curbs, ramps and rough terrain. Health care professionals and manual wheelchair users identified the need to incorporate the environment (home and community) into the wheelchair training program. CONCLUSIONS: Identifying essential components for training the proper propulsion mechanics and wheelchair skills in new manual wheelchair users is an important step in preventing future health and participation restrictions. Implications for Rehabilitation Wheelchair skills are being addressed frequently during rehabilitation at the activity-dependent level. Propulsion techniques, transfers in an out of the wheelchair, providing maintenance to the wheelchair and navigating barriers such as curbs, ramps and rough terrain are important skills to address during wheelchair training. Environment factors (in the home and community) are important to incorporate into wheelchair training to maximize safe and multiple-environmental-setting uses of manual wheelchairs. The ICF has application to understanding manual wheelchair rehabilitation for wheelchair users and therapists for improving the understanding of manual wheelchair use.


Asunto(s)
Ambiente , Personal de Salud/educación , Destreza Motora , Silla de Ruedas , Adulto , Fenómenos Biomecánicos , Diseño de Equipo , Femenino , Grupos Focales , Humanos , Masculino , Persona de Mediana Edad
8.
J Spinal Cord Med ; 40(3): 304-315, 2017 05.
Artículo en Inglés | MEDLINE | ID: mdl-26674751

RESUMEN

CONTEXT/OBJECTIVE: Developing an evidence-based approach to teaching wheelchair skills and proper propulsion for everyday wheelchair users with a spinal cord injury (SCI) is important to their rehabilitation. The purpose of this project was to pilot test manual wheelchair training based on motor learning and repetition-based approaches for new manual wheelchair users with an SCI. DESIGN: A repeated measures within-subject design was used with participants acting as their own controls. METHODS: Six persons with an SCI requiring the use of a manual wheelchair participated in wheelchair training. The training included nine 90-minute sessions. The primary focus was on wheelchair propulsion biomechanics with a secondary focus on wheelchair skills. OUTCOME MEASURES: During Pretest 1, Pretest 2, and Posttest, wheelchair propulsion biomechanics were measured using the Wheelchair Propulsion Test and a Video Motion Capture system. During Pretest 2 and Posttest, propulsion forces using the WheelMill System and wheelchair skills using the Wheelchair Skills Test were measured. RESULTS: Significant changes in area of the push loop, hand-to-axle relationship, and slope of push forces were found. Changes in propulsion patterns were identified post-training. No significant differences were found in peak and average push forces and wheelchair skills pre- and post-training. CONCLUSIONS: This project identified trends in change related to a repetition-based motor learning approach for propelling a manual wheelchair. The changes found were related to the propulsion patterns used by participants. Despite some challenges associated with implementing interventions for new manual wheelchair users, such as recruitment, the results of this study show that repetition-based training can improve biomechanics and propulsion patterns for new manual wheelchair users.


Asunto(s)
Brazo/fisiología , Aprendizaje , Actividad Motora , Traumatismos de la Médula Espinal/rehabilitación , Silla de Ruedas , Adulto , Fenómenos Biomecánicos , Personas con Discapacidad/educación , Personas con Discapacidad/rehabilitación , Femenino , Humanos , Masculino , Persona de Mediana Edad , Traumatismos de la Médula Espinal/fisiopatología
9.
Neuropediatrics ; 47(5): 336-40, 2016 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-27438376

RESUMEN

Objective Our aims were (1) to test whether diffusion tensor imaging (DTI) could detect underlying white matter (WM) changes after a 6-week iPad application-based occupational therapy (OT) intervention in children with surgically treated hydrocephalus (HCP); and (2) to explore the association between WM changes and performance outcomes. Methods Five children (age range: 6.05-9.10 years) with surgically treated HCP completed an intensive iPad-based OT intervention targeting common domains of long-term deficits in children with HCP. The intervention included 6 weekly sessions in an OT clinic supplementing home-based program (1 hour/day, 4 days/week). DTI and neuropsychological assessments were performed before and after the intervention. Observation After the therapy, significant increases in fractional anisotropy (FA) and/or decreases in radial diffusivity were found in extensive WM areas. All participants demonstrated an increased perceptual reasoning index (PRI, Wechsler Abbreviated Scale of Intelligence: 2nd edition, PRI gains = 14.20 ± 7.56, p = 0.014). A significant positive correlation was found between PRI increase and the increase of FA in the right posterior limb of the internal capsule and the right external capsule (both p < 0.05). Conclusion This study provides initial evidence of DTI's sensitivity to detect subtle WM changes associated with performance improvements in response to a 6-week OT intervention in children with HCP.


Asunto(s)
Computadoras de Mano , Hidrocefalia/rehabilitación , Terapia Ocupacional , Sustancia Blanca/diagnóstico por imagen , Anisotropía , Pedúnculo Cerebral/diagnóstico por imagen , Niño , Cuerpo Calloso/diagnóstico por imagen , Imagen de Difusión por Resonancia Magnética , Imagen de Difusión Tensora , Cápsula Externa/diagnóstico por imagen , Femenino , Humanos , Hidrocefalia/diagnóstico por imagen , Hidrocefalia/cirugía , Cápsula Interna/diagnóstico por imagen , Estudios Longitudinales , Masculino , Pruebas Neuropsicológicas , Procedimientos Neuroquirúrgicos , Proyectos Piloto
10.
Behav Sci (Basel) ; 6(2)2016 Jun 07.
Artículo en Inglés | MEDLINE | ID: mdl-27338485

RESUMEN

Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

11.
J Rehabil Res Dev ; 53(6): 901-918, 2016.
Artículo en Inglés | MEDLINE | ID: mdl-28475198

RESUMEN

Concurrent validity and test-retest reliability of the Microsoft Kinect in quantification of manual wheelchair propulsion were examined. Data were collected from five manual wheelchair users on a roller system. Three Kinect sensors were used to assess test-retest reliability with a still pose. Three systems were used to assess concurrent validity of the Kinect to measure propulsion kinematics (joint angles, push loop characteristics): Kinect, Motion Analysis, and Dartfish ProSuite (Dartfish joint angles were limited to shoulder and elbow flexion). Intraclass correlation coefficients revealed good reliability (0.87-0.99) between five of the six joint angles (neck flexion, shoulder flexion, shoulder abduction, elbow flexion, wrist flexion). ICCs suggested good concurrent validity for elbow flexion between the Kinect and Dartfish and between the Kinect and Motion Analysis. Good concurrent validity was revealed for maximum height, hand-axle relationship, and maximum area (0.92-0.95) between the Kinect and Dartfish and maximum height and hand-axle relationship (0.89-0.96) between the Kinect and Motion Analysis. Analysis of variance revealed significant differences (p < 0.05) in maximum length between Dartfish (mean 58.76 cm) and the Kinect (40.16 cm). Results pose promising research and clinical implications for propulsion assessment and overuse injury prevention with the application of current findings to future technology.


Asunto(s)
Articulación del Codo , Diseño de Equipo , Rango del Movimiento Articular , Hombro , Silla de Ruedas , Fenómenos Biomecánicos , Humanos , Reproducibilidad de los Resultados
12.
Am J Orthop (Belle Mead NJ) ; 43(12): E313-8, 2014 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-25490019

RESUMEN

Malunion after tibia fracture can have a negative effect on a patient's gait, joint kinematics, and functional outcome. We conducted a study to determine whether surgical correction of malunited tibias improves gait, joint kinematics, and patients' perception of their health and overall well-being. Eleven patients with tibial malunions were treated with osteotomy, deformity correction, and open reduction and internal fixation (ORIF). Minimum follow-up was 7 months (mean, 11 months; range, 7-17 months). In all cases, the osteotomy eventually healed. Two patients needed revision surgery: One had late collapse of the regenerate bone and underwent revision ORIF away from the site of deformity correction; the other required exchange intramedullary nailing. Surgical correction of malunited tibia fractures resulted in significant improvement toward the normative in lower extremity joint kinematic values and patients' perceptions of their health and overall well-being. Surprisingly, there was little effect on gait. Symptomatic malunited tibia fractures should undergo surgical correction, as it is likely to improve overall lower extremity function and patient satisfaction.


Asunto(s)
Fijación Interna de Fracturas , Fracturas Mal Unidas/cirugía , Articulaciones/fisiopatología , Tibia/cirugía , Fracturas de la Tibia/cirugía , Adulto , Anciano , Fenómenos Biomecánicos , Femenino , Fijación Interna de Fracturas/efectos adversos , Fracturas Mal Unidas/etiología , Fracturas Mal Unidas/fisiopatología , Marcha , Humanos , Extremidad Inferior , Masculino , Persona de Mediana Edad , Osteotomía , Tibia/fisiopatología , Fracturas de la Tibia/complicaciones , Fracturas de la Tibia/fisiopatología
13.
Biomed Mater Eng ; 24(6): 2603-10, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-25226963

RESUMEN

While the novel robotic hippotherapy system has gradually gained clinical application for therapeutic intervention on postural and locomotor control in individuals with neurological or musculoskeletal impairments, the system's validity and reliability for the robotic hippotherapy system has not been well established. The objective of the current study was to investigate the validity and test-retest reliability of the robotic hippotherapy system by comparing with real horse movements. The 3-axis accelerometer sensors attached on the robotic and real horse saddles were used to collect 3-dimensional acceleration data at a preferred walking velocity. Linear regression analysis showed an excellent correlation in the time-to-peak acceleration (TPA) (R(2)=0.997), but little correlation in X-axis acceleration between the real and robotic horses (R(2)=0.177), thus confirming consistent time control and a certain degree of variability between the robotic and real horse movements. The mean resultant accelerations for a real horse and robotic horse were 3.22 m/s(2) and 0.67 m/s(2), respectively, accounting for almost five times greater acceleration in the real horse than the robotic horse.


Asunto(s)
Terapía Asistida por Caballos/instrumentación , Terapía Asistida por Caballos/métodos , Marcha/fisiología , Caballos/fisiología , Robótica/instrumentación , Terapia Asistida por Computador/instrumentación , Terapia Asistida por Computador/métodos , Aceleración , Anatomía , Animales , Diseño de Equipo , Análisis de Falla de Equipo , Humanos , Resultado del Tratamiento
14.
Disabil Rehabil Assist Technol ; 9(3): 213-8, 2014 May.
Artículo en Inglés | MEDLINE | ID: mdl-23548111

RESUMEN

PURPOSE: To test the hypothesis that movement of the head and trunk increases as a consequence of speed during manual wheelchair propulsion over the ground in individuals with tetraplegia. METHODS: Seven adult participants with tetraplegia who used manual wheelchairs (5 men and 2 women, aged 33.0 ± 10.2) were selected for the study. Participants propelled over the ground at three different speeds while video motion capture methods collected kinematic data. Variables investigated were forward flexion, lateral flexion and axial rotation for both the head and trunk. Repeated measures ANOVA were used to determine effects of speed on head and trunk movements. RESULTS: Both neck and trunk forward flexion significantly increased as a result of speed (p = 0.034, p = 0.031), with a large effect size (r = 0.6, r = 0.6) between slow and fast speeds. Lateral flexion and axial rotation were minimal for the neck and trunk and did not significantly increase with speed. CONCLUSIONS: Results suggest that manual wheelchair users with tetraplegia compensate for trunk muscle weakness by flexing the upper trunk and neck forward during manual wheelchair propulsion and that these movements increase with speed. Further studies should examine if these movements relate to overuse injuries and interventions that focus on improving manual wheelchair biomechanics of individuals with tetraplegia. IMPLICATIONS FOR REHABILITATION: Individuals who use manual wheelchairs utilize their upper extremities almost exclusively for both everyday mobility and participation in daily life activities which can often lead to overuse injuries and pain. Despite having a lack of trunk muscle innervation, manual wheelchair users with tetraplegia are able to compensate for this weakness by using the upper trunk and neck. The way in which force is translated from the trunk through the upper extremities to the pushrim may impact propulsion biomechanics, and ultimately the extent in which upper extremity pain and injury develops. A better understanding of how individuals with trunk impairments propel a manual wheelchair will help clinicians determine optimal wheelchair positioning and training during rehabilitation for individuals with tetraplegia. Clinicians can determine ways in which they can support manual wheelchair users to allow for most efficient biomechanics.


Asunto(s)
Aceleración , Trastornos de Traumas Acumulados/prevención & control , Músculo Esquelético/fisiología , Cuadriplejía/rehabilitación , Silla de Ruedas/estadística & datos numéricos , Adulto , Análisis de Varianza , Fenómenos Biomecánicos , Evaluación de la Discapacidad , Femenino , Humanos , Masculino , Movimiento , Cuello/fisiología , Cuadriplejía/diagnóstico , Muestreo , Tórax/fisiología , Adulto Joven
15.
Am J Occup Ther ; 67(6): 674-82, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-24195901

RESUMEN

OBJECTIVE: The goal was to develop an objective, comprehensive, near-task home lighting assessment for older adults with low vision. METHOD: A home lighting assessment was developed and tested with older adults with low vision. Interrater and test-retest reliability studies were conducted. Clinical utility was assessed by occupational therapists with expertise in low vision rehabilitation. RESULTS: Interrater reliability was high (intraclass correlation coefficient [ICC] = .83-1.0). Test-retest reliability was moderate (ICC = .67). Responses to a Clinical Utility Feedback Form developed for this study indicated that the Home Environment Lighting Assessment (HELA) has strong clinical utility. CONCLUSION: The HELA provides a structured tool to describe the quantitative and qualitative aspects of home lighting environments where near tasks are performed and can be used to plan lighting interventions. The HELA has the potential to affect assessment and intervention practices of rehabilitation professionals in the area of low vision and improve near-task performance of people with low vision.


Asunto(s)
Vivienda , Iluminación , Baja Visión , Anciano , Planificación Ambiental , Femenino , Humanos , Masculino , Terapia Ocupacional , Seguridad , Análisis y Desempeño de Tareas
17.
Hand (N Y) ; 8(2): 123-31, 2013 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-24426908

RESUMEN

BACKGROUND: Hand injuries affect a person's ability to engage successfully in activities of daily living (ADLs). Video motion capture (VMC) facilitates measurement of dynamic movement. No study to date has used VMC as a means of quantifying the simultaneous movement patterns of all joints of all digits of the hand during active purposeful movement. METHOD: The purpose of this study was to analyze all joints of all five digits during active completion of the lateral and pulp pinches. VMC data were collected from four participants during completion of two pinches. Joint angles were plotted to facilitate identification of movement patterns. RESULTS: Range of motion recorded in all joints with VMC, excluding flexion of the thumb carpometacarpal of both pinches, coincided with the normative goniometric data. Three phases were observed: initiation, preshaping, and pinch phases. Patterns of movement in all digits were identified for the two pinches. CONCLUSION: VMC is a feasible and valid method for objectively quantifying dynamic movement of multiple joints simultaneously. The results provide new insight to the dynamics of hand movement as well as a basis for subsequent evaluations of movement patterns performed in ADLs and instrumental ADLs.

18.
Games Health J ; 2(1): 24-8, 2013 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-26196551

RESUMEN

BACKGROUND: Stroke affects approximately 800,000 individuals each year, with 65% having residual impairments. Studies have demonstrated that mass practice leads to regaining motor function in affected extremities; however, traditional therapy does not include the repetitions needed for this recovery. Videogames have been shown to be good motivators to complete repetitions. Advances in technology and low-cost hardware bring new opportunities to use computer games during stroke therapy. This study examined the use of the Microsoft (Redmond, WA) Kinect™ and Flexible Action and Articulated Skeleton Toolkit (FAAST) software as a therapy tool to play existing free computer games on the Internet. SUBJECTS AND METHODS: Three participants attended a 1-hour session where they played two games with upper extremity movements as game controls. Video was taken for analysis of movement repetitions, and questions were answered about participant history and their perceptions of the games. RESULTS: Participants remained engaged through both games; regardless of previous computer use all participants successfully played two games. Five minutes of game play averaged 34 repetitions of the affected extremity. The Intrinsic Motivation Inventory showed a high level of satisfaction in two of the three participants. CONCLUSIONS: The Kinect Sensor with the FAAST software has the potential to be an economical tool to be used alongside traditional therapy to increase the number of repetitions completed in a motivating and engaging way for clients.

19.
Games Health J ; 2(1): 34-8, 2013 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-26196552

RESUMEN

OBJECTIVE: Stroke is one of the leading causes of serious long-term disability. However, home exercise programs given at rehabilitation often lack in motivational aspects. The purposes of this pilot study were (1) create individualized virtual reality (VR) games and (2) determine the effectiveness of VR games for improving movement in upper extremities in a 6-week home therapy intervention for persons with stroke. SUBJECTS AND METHODS: Participants were two individuals with upper extremity hemiparesis following a stroke. VR games were created using the Looking Glass programming language and modified based on personal interests, goals, and abilities. Participants were asked to play 1 hour each day for 6 weeks. Assessments measured upper extremity movement (range of motion and Action Research Arm Test [ARAT]) and performance in functional skills (Canadian Occupational Performance Measure [COPM] and Motor Activity Log [MAL]). RESULTS: Three VR games were created by a supervised occupational therapist student. The participants played approximately four to six times a week and performed over 100 repetitions of movements each day. Participants showed improvement in upper extremity movement and participation in functional tasks based on results from the COPM, ARAT, and MAL. CONCLUSIONS: Further development in the programming environment is needed to be plausible in a rehabilitation setting. Suggestions include graded-level support and continuation of creating a natural programming language, which will increase the ability to use the program in a rehabilitation setting. However, the VR games were shown to be effective as a home therapy intervention for persons with stroke. VR has the potential to advance therapy services by creating a more motivating home-based therapy service.

20.
Phys Occup Ther Pediatr ; 33(2): 230-42, 2013 May.
Artículo en Inglés | MEDLINE | ID: mdl-23009060

RESUMEN

ABSTRACT Children with cerebral palsy (CP) are likely to experience decreased participation in activities and less competence in activities of daily living. Studies of children with spastic CP have shown that strengthening programs produce positive results in strength, gait, and functional outcomes (measured by the Gross Motor Function Measure). No investigations have analyzed electromyography (EMG) activity before and after strength training to determine whether any changes occur in the GMFM.  This feasibility case report quantified dorsiflexor and plantarflexor muscle activation changes during performance of 3-5 selected GMFM items following a plantarflexor strength training in two children with cerebral palsy. Increased plantarflexor strength and increased ability to selectively activate muscles were found. Little carryover to performance on GMFM items was observed. It is feasible to use EMG during performance on selected GMFM items to evaluate motor control changes following strength training in children with CP.


Asunto(s)
Tobillo/fisiología , Parálisis Cerebral/fisiopatología , Parálisis Cerebral/rehabilitación , Músculo Esquelético/fisiología , Entrenamiento de Fuerza , Adolescente , Niño , Electromiografía , Prueba de Esfuerzo , Estudios de Factibilidad , Femenino , Humanos , Masculino , Contracción Muscular , Fuerza Muscular , Torque
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