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1.
Neurorehabil Neural Repair ; 30(3): 258-65, 2016 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-26138411

RESUMEN

BACKGROUND AND OBJECTIVE: Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. METHODS: Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. RESULTS: Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. CONCLUSIONS: Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients.


Asunto(s)
Manipulaciones Musculoesqueléticas/métodos , Paresia/rehabilitación , Rehabilitación de Accidente Cerebrovascular , Interfaz Usuario-Computador , Brazo/fisiopatología , Fenómenos Biomecánicos , Enfermedad Crónica , Cognición , Femenino , Humanos , Masculino , Persona de Mediana Edad , Actividad Motora/fisiología , Manipulaciones Musculoesqueléticas/instrumentación , Paresia/fisiopatología , Tiempo de Reacción , Accidente Cerebrovascular/fisiopatología , Resultado del Tratamiento , Juegos de Video
2.
J Med Eng ; 2014: 846514, 2014.
Artículo en Inglés | MEDLINE | ID: mdl-27006935

RESUMEN

This paper reviews technical and clinical impact of the Microsoft Kinect in physical therapy and rehabilitation. It covers the studies on patients with neurological disorders including stroke, Parkinson's, cerebral palsy, and MS as well as the elderly patients. Search results in Pubmed and Google scholar reveal increasing interest in using Kinect in medical application. Relevant papers are reviewed and divided into three groups: (1) papers which evaluated Kinect's accuracy and reliability, (2) papers which used Kinect for a rehabilitation system and provided clinical evaluation involving patients, and (3) papers which proposed a Kinect-based system for rehabilitation but fell short of providing clinical validation. At last, to serve as technical comparison to help future rehabilitation design other sensors similar to Kinect are reviewed.

3.
Stud Health Technol Inform ; 184: 279-85, 2013.
Artículo en Inglés | MEDLINE | ID: mdl-23400171

RESUMEN

This paper features a Spatial Augmented Reality system for rehabilitation of hand and arm movement. The table-top home-based system tracks a subject's hand and creates a virtual audio-visual interface for performing rehabilitation-related tasks that involve wrist, elbow, and shoulder movements. It measures range, speed, and smoothness of movements locally and can send the real-time photos and data to the clinic for further assessment. To evaluate the system, it was tested on two normal subjects and proved functional.


Asunto(s)
Biorretroalimentación Psicológica/métodos , Terapia por Ejercicio/métodos , Imagenología Tridimensional/métodos , Trastornos del Movimiento/rehabilitación , Rehabilitación de Accidente Cerebrovascular , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Mano , Humanos , Trastornos del Movimiento/etiología , Accidente Cerebrovascular/complicaciones , Resultado del Tratamiento
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