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Balance is key to independent mobility, and poor balance leads to a risk of falling and subsequent injury that can cause self-restriction of activity for older adults. Balance and mobility can be improved through training programs, but many programs are not intensive or engaging enough to sufficiently improve balance while maintaining adherence. As an alternative to traditional balance training, harnessed gardening sessions were conducted in an urban greenhouse as an example of a community activity through which balance and mobility can be trained and/or maintained. An inexpensive multidirectional harness system was developed that can be used as an assistive or rehabilitative device in community, private, and senior center gardens to allow balance or mobility-impaired adults to participate in programming. Two wearable sensor systems were used to measure responses to the system: the Polhemus G4 system measured gardeners' positions and center of mass relative to the base of support, and ActiGraph activity monitors measured the frequency and intensity of arm movements in garden as compared to home environments. The harnessed gardening system provides a safe environment for intense movement activity and can be used as a rehabilitation device along with wearable sensor systems to monitor ongoing changes.
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Accidentes por Caídas , Jardinería , Anciano , Participación de la Comunidad , Humanos , Movimiento , Equilibrio PosturalRESUMEN
Virtual reality and video gaming offer modulation of more exercise and motor learning parameters simultaneously than other modalities; however, there is a demonstrated need for resources to facilitate their effective use clinically. This article presents a conceptual framework to guide clinical-decision making for the selection, adaptation, modulation, and progression of virtual reality or gaming when used as a therapeutic exercise modality, and two cases as exemplars. This framework was developed by adapting the steps of theory derivation, whereby concepts and parent theories are brought together to describe a new structure or phenomenon of interest. Specifically, motor learning theory, integrated motor control theory, Gentile's Taxonomy of Tasks, and therapeutic exercise principles were integrated to develop this framework. It incorporates person (body segment), environmental, and task demands; each demand is comprised of realm, category, choice, and continuum parameters as motor training considerations and alternatives for decision-making. This framework: (1) provides structure to guide clinical decisions for effective and safe use of virtual reality or gaming to meet therapeutic goals and requirements, (2) is a concise and organized method to identify, document, and track the therapeutic components of protocols and client progression over time; (3) can facilitate documentation for reimbursement and communication among clinicians; and, (4) structures student learning, and (5) informs research questions and methods.
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Restoration of balance control is a primary focus of rehabilitation after a stroke. The study developed a gait perturbation, treadmill-based, balance assessment protocol and demonstrated that it can be used to quantify improvements in reactive balance responses among individuals post-stroke. The protocol consists of a sequence of fifteen 90-second treadmill walking trials, with a single perturbation applied during the middle third of each trial. Gait was perturbed by rapid acceleration-deceleration of the treadmill belt at mid-stance of the unaffected leg during a randomly selected gait cycle. The initial perturbation magnitude was based on the participant's maximum walking speed and increased or decreased in each trial, based on success or failure of recovery, as determined from an instrumented harness. The protocol was used before and after a 10-week period of therapy in twenty-four stroke survivors. Outcomes included maximum recoverable perturbation (MRP), self-selected gait speed, levels progressed through the algorithm, and falls versus recoveries.Participants were able to take recovery steps in response to the perturbation. Twelve participants completed the full assessment protocol before and after the therapeutic intervention. After the intervention, they had fewer falls and more recoveries (p < 0.001), progressed through more algorithm levels (p = 0.043), had a higher MRP (p = 0.005), and had higher gait speeds. The protocol was found to be feasible in stroke survivors with moderate gait deficits. The data supports the conclusion that this protocol can be used in clinical research to quantify improvements in balance during walking.
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Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular , Accidentes por Caídas , Marcha , Humanos , Equilibrio Postural , Sobrevivientes , CaminataRESUMEN
Introduction. Stroke is a leading cause of disability in healthy adults. The purpose of this pilot study was to assess the feasibility and outcomes of a novel video gaming repetitive practice paradigm, (ENGAGE) enhanced neurorehabilitation: guided activity-based gaming exercise. Methods. Sixteen individuals at least three months after stroke served as participants. All participants received concurrent outpatient therapy or took part in a stroke exercise class and completed at least 500 minutes of gaming. Primary baseline and posttest outcome measures included the Wolf motor function test (WMFT) and the Fugl-Meyer assessment (FMA). ENGAGE uses a game selection algorithm providing focused, graded activity-based repetitive practice that is highly individualized and directed. The Wilcoxon signed ranks test was used to determine statistical significance. Results. There were improvements in the WMFT (P = 0.003) and the FMA (P = 0.002) that exceeded established values of minimal clinically important difference. Conclusions. ENGAGE was feasible and an effective adjunct to concurrent therapy after stroke.
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PURPOSE: This case study examined the effectiveness of a programme designed to improve anticipatory postural control in an adolescent over years 2 and 3 post-traumatic brain injury (TBI). It was hypothesized that her difficulty in walking and talking simultaneously was caused by excessive co-activation of extremity, trunk, and oral musculature during upright activities. METHODS: The participant was treated weekly by physical and speech therapy. Treatment focussed on improving anticipatory postural control during gross motor activities in conjunction with oral-motor function. RESULTS: Initially, the participant walked using a walker at a speed of 23 cm s(-1). Two years later, she could walk without a device at 53 cm s(-1). Initial laryngoscopic examination showed minimal movement of the velum or pharyngeal walls; full movement was present after treatment. The measure of intelligibility improved from no single word intelligible utterances to 85% intelligible utterances after 2 years. DISCUSSION: The results suggest that less compensatory rigidification of oral musculature was needed to maintain an upright position against gravity as postural control improved. CONCLUSION: An adolescent 1-year post-TBI was followed as she underwent additional rehabilitation focussed on improving anticipatory postural control. The functional goal of simultaneously talking while walking was achieved through this intervention.