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1.
Clin Rehabil ; 36(2): 214-229, 2022 Feb.
Article in English | MEDLINE | ID: mdl-34694155

ABSTRACT

OBJECTIVE: To compare two methods of knowledge broker support to improve standardized assessment use. DESIGN: Two-site cluster randomized trial. SETTING: Acute rehabilitation hospital. PARTICIPANTS: 18 physical therapists. INTERVENTION: A 10-month intervention was collaboratively designed with an external knowledge broker and physical therapists to compare full and partial implementation support. The knowledge broker provided education and strategies for implementation to the fully supported group and recommended strategies to the partially supported group that they self-implemented. MEASUREMENT: Chart audit data documenting frequency of use was extracted at four timepoints. Ten focus groups were conducted to describe factors that influenced use. Focus group data were coded using the Consolidated Framework for Implementation Research and rated as barriers and facilitators for standardized assessment use. RESULTS: For the fully supported group, standardized assessment use at initial examination increased from 0% to 58.3% at month 2 and decreased to 17.6% and 11.8% at months 4 and 8-10. For the partially supported group, standardized assessment use increased from 0% to 46% and 50% at month 2 and 4 and decreased to 2.8% at months 8-10. For both groups, early use was seen multiple facilitators. At month 10, barriers included organizational changes that impacted intervention fit. In addition, the fully supported group didn't value the selected standardized assessment and the partially supported group lacked space. CONCLUSIONS: Knowledge broker support improved both groups standardized assessment use early on, but it was not sustained. The amount of support could not be isolated as factors that influenced use varied by groups.


Subject(s)
Physical Therapists , Focus Groups , Humans
2.
Parkinsonism Relat Disord ; 25: 91-6, 2016 Apr.
Article in English | MEDLINE | ID: mdl-26861167

ABSTRACT

INTRODUCTION: Behavioral studies suggest that deficits in cognitive domains and sensory-motor processes associated with Parkinson's disease (PD) impair the ability to walk in complex environments. However, the neural correlates of locomotion in complex environments are still unclear. METHODS: Twenty healthy older adults (mean age 69.7 ± 1.3 yrs) and 20 patients with PD (mean age 72.9 ± 1.6 yrs; disease duration: 6.8 ± 1.3 yrs; UPDRSIII: 29.8 ± 2.4) were asked to imagine themselves walking while in the MRI scanner. Three imagined walking tasks, i.e., usual walking, obstacle negotiation, and navigation were performed. Watching the same virtual scenes without imagining walking served as control tasks. Whole brain analyses were used. RESULTS: Compared to usual walking, both groups had increased activation during obstacle negotiation in middle occipital gyrus (MOG) (pFWEcorr<0.001), middle frontal gyrus (MFG) (pFWEcorr<0.005), and cerebellum (pFWEcorr<0.001). Healthy older adults had higher activation in precuneus and MOG (pFWEcorr<0.023) during navigation, while no differences were observed in patients with PD. Between group comparisons revealed that patients with PD had a significantly higher activation in usual walking and obstacle negotiation (pFWEcorr<0.039) while during navigation task, healthy older adults had higher activation (pFWEcorr<0.047). CONCLUSIONS: Patients with PD require greater activation during imagined usual walking and obstacle negotiation than healthy older adults. This increased activation may reflect a compensatory attempt to overcome inefficient neural activation in patients with PD. This increased activation may reduce the functional reserve needed during more demanding tasks such as during navigation which may contribute to the high prevalence of falls and dual tasking difficulties among patients with PD.


Subject(s)
Brain/physiopathology , Cognitive Reserve/physiology , Parkinson Disease/physiopathology , Walking/physiology , Aged , Brain Mapping , Cross-Sectional Studies , Female , Gait Disorders, Neurologic/physiopathology , Humans , Image Processing, Computer-Assisted , Magnetic Resonance Imaging , Male , Middle Aged
3.
Eur J Phys Rehabil Med ; 51(4): 497-506, 2015 Aug.
Article in English | MEDLINE | ID: mdl-26158918

ABSTRACT

Virtual reality and interactive video gaming have emerged as new treatment approaches in stroke rehabilitation settings over the last ten years. The primary objective of this review was to determine the effectiveness of virtual reality on upper limb function and activity after stroke. The impact on secondary outcomes including gait, cognitive function and activities of daily living was also assessed. Randomized and quasi-randomized controlled trials comparing virtual reality with an alternative intervention or no intervention were eligible to be included in the review. The authors searched a number of electronic databases including: the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, MEDLINE, EMBASE, AMED, CINAHL, PsycINFO, clinical trial registers, reference lists, Dissertation Abstracts and contacted key researchers in the field. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. A total of 37 randomized or quasi randomized controlled trials with a total of 1019 participants were included in the review. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardized mean difference [SMD] 0.28, 95% confidence intervals [CI] 0.08 to 0.49) based on 12 studies and significantly more effective than no therapy in improving upper limber function (SMD 0.44 [95% CI 0.15 to 0.73]) based on nine studies. The use of virtual reality also significantly improved activities of daily living function when compared to more conventional therapy approaches (SMD 0.43 [95% CI 0.18 to 0.69]) based on eight studies. While there are a large number of studies assessing the efficacy of virtual reality they tend to be small and many are at risk of bias. While there is evidence to support the use of virtual reality intervention as part of upper limb training programs, more research is required to determine whether it is beneficial in terms of improving lower limb function and gait and cognitive function.


Subject(s)
Activities of Daily Living , Physical Therapy Modalities , Psychomotor Performance/physiology , Stroke Rehabilitation , Therapy, Computer-Assisted/methods , User-Computer Interface , Humans , Recovery of Function , Stroke/psychology , Video Games
4.
Physiotherapy ; 100(2): 162-8, 2014 Jun.
Article in English | MEDLINE | ID: mdl-24703891

ABSTRACT

OBJECTIVES: To assess the feasibility, safety and outcomes of playing Microsoft Kinect Adventures™ for people with Parkinson's disease in order to guide the design of a randomised clinical trial. DESIGN: Single-group, blinded trial. SETTING: Rehabilitation Center of São Camilo University, Brazil. PARTICIPANTS: Seven patients (six males, one female) with Parkinson's disease (Hoehn and Yahr Stages 2 and 3). INTERVENTIONS: Fourteen 60-minute sessions, three times per week, playing four games of Kinect Adventures! MAIN OUTCOME MEASURES: The feasibility and safety outcomes were patients' game performance and adverse events, respectively. The clinical outcomes were the 6-minute walk test, Balance Evaluation System Test, Dynamic Gait Index and Parkinson's Disease Questionnaire (PDQ-39). RESULTS: Patients' scores for the four games showed improvement. The mean [standard deviation (SD)] scores in the first and last sessions of the Space Pop game were 151 (36) and 198 (29), respectively [mean (SD) difference 47 (7), 95% confidence interval 15 to 79]. There were no adverse events. Improvements were also seen in the 6-minute walk test, Balance Evaluation System Test, Dynamic Gait Index and PDQ-39 following training. CONCLUSION: Kinect-based training was safe and feasible for people with Parkinson's disease (Hoehn and Yahr Stages 2 and 3). Patients improved their scores for all four games. No serious adverse events occurred during training with Kinect Adventures!, which promoted improvement in activities (balance and gait), body functions (cardiopulmonary aptitude) and participation (quality of life).


Subject(s)
Exercise Therapy/methods , Parkinson Disease/rehabilitation , Video Games , Aged , Aged, 80 and over , Female , Gait , Humans , Male , Middle Aged , Pilot Projects , Postural Balance , Quality of Life , Single-Blind Method
5.
Eur J Phys Rehabil Med ; 48(3): 523-30, 2012 Sep.
Article in English | MEDLINE | ID: mdl-22713539

ABSTRACT

AIM: Virtual reality and interactive video gaming are innovative therapy approaches in the field of stroke rehabilitation. The primary objective of this review was to determine the effectiveness of virtual reality on motor function after stroke. The impact on secondary outcomes including activities of daily living was also assessed. METHODS: Randomised and quasi-randomised controlled trials that compared virtual reality with an alternative or no intervention were included in the review. The authors searched the Cochrane Stroke Group Trials Register, the Cochrane Central Register of Controlled Trials, electronic databases, trial registers, reference lists, Dissertation Abstracts, conference proceedings and contacted key researchers and virtual reality manufacturers. Search results were independently examined by two review authors to identify studies meeting the inclusion criteria. RESULTS: Nineteen studies with a total of 565 participants were included in the review. Variation in intervention approaches and outcome data collected limited the extent to which studies could be compared. Virtual reality was found to be significantly more effective than conventional therapy in improving upper limb function (standardised mean difference, SMD) 0.53, 95% confidence intervals [CI] 0.25 to 0.81)) based on seven studies, and activities of daily living (ADL) function (SMD 0.81, 95% CI 0.39 to 1.22) based on three studies. No statistically significant effects were found for grip strength (based on two studies) or gait speed (based on three studies). CONCLUSION: Virtual reality appears to be a promising approach however, further studies are required to confirm these findings.

6.
Top Stroke Rehabil ; 14(6): 45-53, 2007.
Article in English | MEDLINE | ID: mdl-18174115

ABSTRACT

Several approaches have been developed and implemented to use virtual reality for rehabilitation of walking for people poststroke. The purpose of this article is to compare and contrast these approaches by describing the virtual reality technology and evaluating the evidence to support its use. Early findings are encouraging but await verification, refinement, and extension.


Subject(s)
Gait Disorders, Neurologic/rehabilitation , Physical Therapy Modalities/instrumentation , Stroke Rehabilitation , User-Computer Interface , Walking , Humans
7.
Conf Proc IEEE Eng Med Biol Soc ; 2004: 4848-51, 2004.
Article in English | MEDLINE | ID: mdl-17271397

ABSTRACT

A robotic mobility simulator is being developed to allow training on various hapticly simulated surfaces while still being in the safe clinical environment. The simulator is integrated with a rich virtual environment displayed in front of the patient. The system uses two Stewart platform robots to render the walking surface geometry and condition. The hardware components of the platforms and the considerations behind their design are presented here. In addition, the nine state algorithm used for simulating the treadmill functioning is described along with the procedure used to transform the motion of the robots into walking in the virtual environment.

8.
Stud Health Technol Inform ; 70: 89-95, 2000.
Article in English | MEDLINE | ID: mdl-10977590

ABSTRACT

A novel ankle rehabilitation device is being developed for home use, allowing remote monitoring by therapists. The system will allow patients to perform a variety of exercises while interacting with a virtual environment (VE). These game-like VEs created with WorldToolKit run on a host PC that controls the movement and output forces of the device via an RS232 connection. Patients will develop strength, flexibility, coordination, and balance as they interact with the VEs. The device will also perform diagnostic functions, measuring the ankle's range of motion, force exertion capabilities and coordination. The host PC transparently records patient progress for remote evaluation by therapists via our existing telerehabilitation system. The "Rutgers Ankle" Orthopedic Rehabilitation Interface uses double-acting pneumatic cylinders, linear potentiometers, and a 6 degree-of-freedom (DOF) force sensor. The controller contains a Pentium single-board computer and pneumatic control valves. Based on the Stewart platform, the device can move and supply forces and torques in 6 DOFs. A proof-of-concept trial conducted at the University of Medicine and Dentistry of New Jersey (UMDNJ) provided therapist and patient feedback. The system measured the range of motion and maximum force output of a group of four patients (male and female). Future medical trials are required to establish clinical efficacy in rehabilitation.


Subject(s)
Ankle Injuries/rehabilitation , Image Processing, Computer-Assisted , Orthopedic Procedures , Remote Consultation , User-Computer Interface , Adult , Aged , Aged, 80 and over , Female , Humans , Male , Medical Records Systems, Computerized , Microcomputers , Middle Aged , Physical Therapy Modalities/instrumentation , Range of Motion, Articular
9.
Nurs Res ; 28(2): 111-4, 1979.
Article in English | MEDLINE | ID: mdl-254060

ABSTRACT

The essential problem in the immigration of foreign nurse graduates (FNGs) to the United States is their poor incidence of success in meeting state licensure requirements. Factors responsible for the low success rate include nonfamiliarity with multiple-choice format in tests, lack of English proficiency, and anxiety. This study gathered information regarding FNGs' experience in taking state board examinations and demonstrated relationships between factors identified above and scores obtained by FNGs on achievement tests developed according to the American Nurses' Association Blueprint for Licensing Examination for R.N. Licensure.


Subject(s)
Educational Measurement , Foreign Professional Personnel/standards , Licensure, Nursing , Nurses/standards , Evaluation Studies as Topic , Humans , Nurses/supply & distribution , United States
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