Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 13 de 13
Filtrar
Más filtros











Base de datos
Intervalo de año de publicación
1.
Top Stroke Rehabil ; 27(5): 321-336, 2020 07.
Artículo en Inglés | MEDLINE | ID: mdl-31875775

RESUMEN

BACKGROUND: Intensive, adaptable and engaging telerehabilitation is needed to enhance recovery and maximize outcomes. Such services may be provided under early supported discharge, or later for chronic populations. A novel virtual reality game-based telerehabilitation system was designed for individuals post-stroke to enhance their bimanual upper extremity motor function, cognition, and wellbeing. OBJECTIVES: To evaluate the feasibility of novel therapeutic game controller and telerehabilitation system for home use. METHODS: Individuals chronic post-stroke and their caregivers were recruited (n = 8 + 8) for this feasibility study. One was a screen failure and seven completed 4 weeks (20 sessions) of home-based therapy with or without remote monitoring. Standardized clinical outcome measures were taken pre- and post-therapy. Game performance outcomes were sampled at every session, while participant and caregiver subjective evaluations were done weekly. RESULTS: There was a 96% rate of compliance to protocol, resulting in an average of 13,000 total arm repetitions/week/participant. Group analysis showed significant (p <.05) improvements in grasp strength (effect size [ES] = 0.15), depression (Beck Depression Inventory II, ES = 0.75), and cognition (Neuropsychological Assessment Battery for Executive Function, ES = 0.46). Among the 49 outcome variables, 36 variables (73.5%) improved significantly (p = .001, binomial sign test). Technology acceptance was very good with system rating by participants at 3.7/5 and by caregivers at 3.5/5. CONCLUSIONS: These findings indicate the feasibility and efficacy of the system in providing home-based telerehabilitation. The BrightBrainer system needs to be further evaluated in randomized control trials and with individuals early post-stroke.


Asunto(s)
Rehabilitación de Accidente Cerebrovascular/métodos , Telerrehabilitación/métodos , Juegos de Video , Anciano , Cuidadores , Cognición , Depresión/psicología , Estudios de Factibilidad , Femenino , Fuerza de la Mano , Humanos , Vida Independiente , Masculino , Persona de Mediana Edad , Destreza Motora , Pruebas Neuropsicológicas , Cooperación del Paciente , Recuperación de la Función
2.
Mil Med ; 185(1-2): e203-e211, 2020 02 12.
Artículo en Inglés | MEDLINE | ID: mdl-31268524

RESUMEN

INTRODUCTION: Acquired Brain Injury, whether resulting from Traumatic brain injury (TBI) or Cerebral Vascular Accident (CVA), represent major health concerns for the Department of Defense and the nation. TBI has been referred to as the "signature" injury of recent U.S. military conflicts in Iraq and Afghanistan - affecting approximately 380,000 service members from 2000 to 2017; whereas CVA has been estimated to effect 795,000 individuals each year in the United States. TBI and CVA often present with similar motor, cognitive, and emotional deficits; therefore the treatment interventions for both often overlap. The Defense Health Agency and Veterans Health Administration would benefit from enhanced rehabilitation solutions to treat deficits resulting from acquired brain injuries (ABI), including both TBI and CVA. The purpose of this study was to evaluate the feasibility of implementing a novel, integrative, and intensive virtual rehabilitation system for treating symptoms of ABI in an outpatient clinic. The secondary aim was to evaluate the system's clinical effectiveness. MATERIALS AND METHODS: Military healthcare beneficiaries with ABI diagnoses completed a 6-week randomized feasibility study of the BrightBrainer Virtual Rehabilitation (BBVR) system in an outpatient military hospital clinic. Twenty-six candidates were screened, consented and randomized, 21 of whom completed the study. The BBVR system is an experimental adjunct ABI therapy program which utilizes virtual reality and repetitive bilateral upper extremity training. Four self-report questionnaires measured participant and provider acceptance of the system. Seven clinical outcomes included the Fugl-Meyer Assessment of Upper Extremity, Box and Blocks Test, Jebsen-Taylor Hand Function Test, Automated Neuropsychological Assessment Metrics, Neurobehavioral Symptom Inventory, Quick Inventory of Depressive Symptomatology-Self-Report, and Post Traumatic Stress Disorder Checklist- Civilian Version. The statistical analyses used bootstrapping, non-parametric statistics, and multilevel/hierarchical modeling as appropriate. This research was approved by the Walter Reed National Military Medical Center and Uniformed Services University of the Health Sciences Institutional Review Boards. RESULTS: All of the participants and providers reported moderate to high levels of utility, ease of use and satisfaction with the BBVR system (x- = 73-86%). Adjunct therapy with the BBVR system trended towards statistical significance for the measure of cognitive function (ANAM [x- = -1.07, 95% CI -2.27 to 0.13, p = 0.074]); however, none of the other effects approached significance. CONCLUSION: This research provides evidence for the feasibility of implementing the BBVR system into an outpatient military setting for treatment of ABI symptoms. It is believed these data justify conducting a larger, randomized trial of the clinical effectiveness of the BBVR system.


Asunto(s)
Lesiones Encefálicas , Personal Militar , Telerrehabilitación , Afganistán , Lesiones Encefálicas/complicaciones , Estudios de Factibilidad , Humanos , Irak , Estados Unidos
3.
Int J Neurosci ; 125(12): 949-58, 2015.
Artículo en Inglés | MEDLINE | ID: mdl-25485610

RESUMEN

PURPOSE: BrightBrainer™ integrative cognitive rehabilitation system evaluation in an Adult Day Program by a subject with Primary Progressive Aphasia (PPA) assumed to be of the mixed nonfluent/logopenic variant, and for determination of potential benefits. METHODS: The subject was a 51-year-old Caucasian male diagnosed with PPA who had attended an Adult Day Program for 18 months prior to BrightBrainer training. The subject interacted with therapeutic games using a controller that measured 3D hand movements and flexion of both index fingers. The computer simulations adapted difficulty level based on task performance; results were stored on a remote server. The clinical trial consisted of 16 sessions, twice/week for 8 weeks. The subject was evaluated through neuropsychological measures, therapy notes and caregiver feedback forms. RESULTS: Neuropsychological testing indicated no depression (BDI 0) and severe dementia (BIMS 1 and MMSE 3). The 6.5 h of therapy consisted of games targeting Language comprehension; Executive functions; Focusing; Short-term memory; and Immediate/working memory. The subject attained the highest difficulty level in all-but-one game, while averaging 1300-arm task-oriented active movement repetitions and 320 index finger flexion movements per session. While neuropsychological testing showed no benefits, the caregiver reported strong improvements in verbal responses, vocabulary use, speaking in complete sentences, following one-step directions and participating in daily activities. This corroborated well with therapy notes. CONCLUSIONS: Preliminary findings demonstrate a meaningful reduction of PPA symptoms for the subject, suggesting follow-up imaging studies to detail neuronal changes induced by BrightBrainer system and controlled studies with a sufficiently large number of PPA subjects.


Asunto(s)
Afasia Progresiva Primaria/fisiopatología , Afasia Progresiva Primaria/rehabilitación , Telerrehabilitación/métodos , Función Ejecutiva , Humanos , Masculino , Persona de Mediana Edad , Pruebas Neuropsicológicas , Resultado del Tratamiento
4.
IEEE Trans Neural Syst Rehabil Eng ; 21(2): 165-73, 2013 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-22773059

RESUMEN

The objective of this study was to investigate the feasibility of game-based robotic training of the ankle in children with cerebral palsy (CP). The design was a case study, 12 weeks intervention, with no follow-up. The setting was a university research laboratory. The participants were a referred sample of three children with cerebral palsy, age 7-12, all male. All completed the intervention. Participants trained on the Rutgers Ankle CP system for 36 rehabilitation sessions (12 weeks, three times/week), playing two custom virtual reality games. The games were played while participants were seated, and trained one ankle at-a-time for strength, motor control, and coordination. The primary study outcome measures were for impairment (DF/PF torques, DF initial contact angle and gait speed), function (GMFM), and quality of life (Peds QL). Secondary outcome measures relate to game performance (game scores as reflective of ankle motor control and endurance). Gait function improved substantially in ankle kinematics, speed and endurance. Overall function (GMFM) indicated improvements that were typical of other ankle strength training programs. Quality of life increased beyond what would be considered a minimal clinical important difference. Game performance improved in both games during the intervention. This feasibility study supports the assumption that game-based robotic training of the ankle benefits gait in children with CP. Game technology is appropriate for the age group and was well accepted by the participants. Additional studies are needed however, to quantify the level of benefit and compare the approach presented here to traditional methods of therapy.


Asunto(s)
Articulación del Tobillo/fisiopatología , Parálisis Cerebral/fisiopatología , Parálisis Cerebral/rehabilitación , Trastornos del Movimiento/fisiopatología , Fuerza Muscular , Robótica/métodos , Juegos de Video , Parálisis Cerebral/complicaciones , Niño , Femenino , Humanos , Masculino , Trastornos del Movimiento/etiología , Trastornos del Movimiento/rehabilitación , Recuperación de la Función , Terapia Asistida por Computador/métodos , Resultado del Tratamiento
5.
Disabil Rehabil Assist Technol ; 7(4): 323-35, 2012 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-22107353

RESUMEN

PURPOSE: To describe the development of the BrightArm upper extremity rehabilitation system, and to determine its clinical feasibility with older hemiplegic patients. METHOD: The BrightArm adjusted arm gravity loading through table tilting. Patients wore an arm support that sensed grasp strength and communicated wirelessly with a personal computer. Games were written to improve cognitive, psychosocial and the upper extremity motor function and adapted automatically to each patient. The system underwent feasibility trials spanning 6 weeks. Participants were evaluated pre-therapy, post-therapy, and at 6 weeks follow-up using standardized clinical measures. Computerized measures of supported arm reach and game performance were stored on a remote server. RESULTS: Five participants had clinically significant improvements in their active range of shoulder movement, shoulder strength, grasp strength, and their ability to focus. Several participants demonstrated substantially higher arm function (measured with the Fugl-Meyer test) and two were less-depressed (measured with the Becks Depression Inventory, Second Edition). The BrightArm technology was well-accepted by the participants, who gave it an overall subjective rating of 4.1 on a 5 point Likert scale. CONCLUSIONS: Given these preliminary findings, it will be beneficial to evaluate the BrightArm through controlled clinical trials and to investigate its application to other clinical populations.


Asunto(s)
Brazo/fisiopatología , Cognición/fisiología , Hemiplejía/rehabilitación , Robótica/instrumentación , Rehabilitación de Accidente Cerebrovascular , Anciano , Anciano de 80 o más Años , Diseño de Equipo , Estudios de Factibilidad , Femenino , Fuerza de la Mano , Hemiplejía/etiología , Hemiplejía/fisiopatología , Humanos , Masculino , Persona de Mediana Edad , Reproducibilidad de los Resultados , Accidente Cerebrovascular/complicaciones , Accidente Cerebrovascular/fisiopatología
6.
J Child Neurol ; 26(3): 389-93, 2011 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-21383228

RESUMEN

Virtual reality videogames can be used to motivate rehabilitation, and telerehabilitation can be used to improve access to rehabilitation. These uses of technology to improve health outcomes are a burgeoning area of rehabilitation research. So far, there is a lack of reports of long-term outcomes of these types of interventions. The authors report a 15-year-old boy with hemiplegic cerebral palsy and epilepsy because of presumed perinatal stroke who improved his plegic hand function and increased his plegic forearm bone health during a 14-month virtual reality videogame hand telerehabilitation intervention. A total of 14 months after the intervention ended, repeat evaluation demonstrated maintenance of both increased hand function and forearm bone health. The implications of this work for the future of rehabilitation in children with neurological disabilities are discussed in this article.


Asunto(s)
Huesos del Brazo/fisiopatología , Parálisis Cerebral , Prueba de Esfuerzo/métodos , Mano/fisiopatología , Interfaz Usuario-Computador , Juegos de Video , Adolescente , Parálisis Cerebral/patología , Parálisis Cerebral/fisiopatología , Parálisis Cerebral/rehabilitación , Humanos , Masculino
7.
Artículo en Inglés | MEDLINE | ID: mdl-22254686

RESUMEN

Rehabilitation interventions for the hand have shown benefits for children with Hemiplegia due to cerebral palsy or traumatic brain injury. Longer interventions are facilitated if training is provided in the patient's home, due to easier access to care and reduced impact on school or work activities. Providing remote rehabilitation over lengthy periods of time has however its own challenges. This paper presents two pediatric patients with hemiplegia, who practiced virtual hand rehabilitation games using a modified PlayStation 3 and 5DT sensing gloves. Despite severe initial hand spasticity, and occasional technology shortcomings, the subjects practiced for about 14 months, and 6 months, respectively. Game performance data for the second patient is presented. Follow-up evaluations 14 months from the removal of the PlayStation 3 from the home of the child with cerebral palsy showed that the patient had good retention in terms of grasp strength, hand function and bone health. Challenges of long-term home tele-rehabilitation are also discussed.


Asunto(s)
Biorretroalimentación Psicológica/métodos , Terapia por Ejercicio/métodos , Hemiplejía/rehabilitación , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Adolescente , Niño , Femenino , Humanos , Resultado del Tratamiento , Juegos de Video
8.
IEEE Trans Neural Syst Rehabil Eng ; 18(5): 505-14, 2010 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-20529757

RESUMEN

The Rutgers Arm II (RA II) is a new system that trains the shoulder/arm motor control, strengthening, arm speed of motion, endurance, and grasp strength in a single rehabilitation session. The system components are a tilted low-friction table, a forearm support with markers and wireless transmitter, a shoulder appendage to detect compensatory leaning, infrared vision tracking, a large display and a PC running custom virtual reality games. Three participants in the chronic stage post-stroke were trained on the RAII for four weeks (12 sessions) and had a follow-up evaluation after three months. The results of this study indicate that the participants were able to use the technology, and preliminary results are encouraging. One participant showed improvement in all timed Jebsen-Taylor test tasks, all participants had a larger shoulder range-of-motion and pinch strength of the affected hand post-training. Computerized measure of supported arm reach area increased in two participants post-training and in all participants at follow-up. Participants reported an improved ability to perform activities of daily living with the affected arm. There was good compliance by the participants, each of whom attended all sessions. The participants accepted the training length, even with some sessions lasting 1 h (excluding rest periods). The participants' subjective evaluation rated the system an average 3.7 out of 5 (see also the accompanying taped video interview of one of the participants).


Asunto(s)
Parálisis/rehabilitación , Robótica/instrumentación , Rehabilitación de Accidente Cerebrovascular , Terapia Asistida por Computador/métodos , Interfaz Usuario-Computador , Anciano , Análisis de Falla de Equipo , Estudios de Factibilidad , Femenino , Humanos , Masculino , Persona de Mediana Edad , Diseño de Prótesis , Resultado del Tratamiento
9.
Arch Phys Med Rehabil ; 91(1): 1-8.e1, 2010 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-20103390

RESUMEN

UNLABELLED: Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. OBJECTIVE: To investigate whether in-home remotely monitored virtual reality videogame-based telerehabilitation in adolescents with hemiplegic cerebral palsy can improve hand function and forearm bone health, and demonstrate alterations in motor circuitry activation. DESIGN: A 3-month proof-of-concept pilot study. SETTING: Virtual reality videogame-based rehabilitation systems were installed in the homes of 3 participants and networked via secure Internet connections to the collaborating engineering school and children's hospital. PARTICIPANTS: Adolescents (N=3) with severe hemiplegic cerebral palsy. INTERVENTION: Participants were asked to exercise the plegic hand 30 minutes a day, 5 days a week using a sensor glove fitted to the plegic hand and attached to a remotely monitored videogame console installed in their home. Games were custom developed, focused on finger movement, and included a screen avatar of the hand. MAIN OUTCOME MEASURES: Standardized occupational therapy assessments, remote assessment of finger range of motion (ROM) based on sensor glove readings, assessment of plegic forearm bone health with dual-energy x-ray absorptiometry (DXA) and peripheral quantitative computed tomography (pQCT), and functional magnetic resonance imaging (fMRI) of hand grip task. RESULTS: All 3 adolescents showed improved function of the plegic hand on occupational therapy testing, including increased ability to lift objects, and improved finger ROM based on remote measurements. The 2 adolescents who were most compliant showed improvements in radial bone mineral content and area in the plegic arm. For all 3 adolescents, fMRI during grip task contrasting the plegic and nonplegic hand showed expanded spatial extent of activation at posttreatment relative to baseline in brain motor circuitry (eg, primary motor cortex and cerebellum). CONCLUSIONS: Use of remotely monitored virtual reality videogame telerehabilitation appears to produce improved hand function and forearm bone health (as measured by DXA and pQCT) in adolescents with chronic disability who practice regularly. Improved hand function appears to be reflected in functional brain changes.


Asunto(s)
Parálisis Cerebral/rehabilitación , Hemiplejía/rehabilitación , Telemedicina/métodos , Juegos de Video , Niño , Femenino , Tecnología de Fibra Óptica , Mano , Fuerza de la Mano , Escritura Manual , Humanos , Internet , Masculino , Destreza Motora , Terapia Ocupacional , Proyectos Piloto , Rango del Movimiento Articular
10.
IEEE Trans Inf Technol Biomed ; 14(2): 526-34, 2010 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-20071262

RESUMEN

The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.


Asunto(s)
Parálisis Cerebral/rehabilitación , Terapia por Ejercicio , Mano/fisiología , Interfaz Usuario-Computador , Juegos de Video , Actividades Cotidianas , Adolescente , Terapia por Ejercicio/instrumentación , Terapia por Ejercicio/métodos , Estudios de Factibilidad , Hemiplejía/rehabilitación , Humanos , Modelos Lineales , Encuestas y Cuestionarios , Resultado del Tratamiento
12.
Restor Neurol Neurosci ; 22(3-5): 371-86, 2004.
Artículo en Inglés | MEDLINE | ID: mdl-15502277

RESUMEN

Development and application of virtual reality (VR) systems for rehabilitation is an iterative process produced by collaboration of an inter-disciplinary team of engineers, neuroscientists and clinician-scientists. In this paper the use of virtual reality technology for the rehabilitation of individuals post-stroke is described. The development of the hardware is based on principles of motor control. Development of the software uses findings from the enrichment and motor plasticity and training literatures as well as principles of motor learning. Virtual environments are created to afford individuals post-stroke opportunities to practice tasks for which they require rehabilitation. These tasks, related to hand function and gait, are trained both at the impairment and functional level. The training engages users to allow for the repetitive intensive practice required for behavioral motor plasticity. Results from a series of upper and lower extremity studies indicate that use of VR technology to augment rehabilitation of individuals post-stroke merits further study.


Asunto(s)
Trastornos Neurológicos de la Marcha/rehabilitación , Paresia/rehabilitación , Estimulación Luminosa/métodos , Rehabilitación de Accidente Cerebrovascular , Interfaz Usuario-Computador , Trastornos Neurológicos de la Marcha/fisiopatología , Humanos , Paresia/fisiopatología , Estimulación Luminosa/instrumentación , Accidente Cerebrovascular/fisiopatología
13.
Phys Ther ; 82(9): 898-915, 2002 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-12201804

RESUMEN

BACKGROUND AND PURPOSE: Recent evidence indicates that intensive massed practice may be necessary to modify neural organization and effect recovery of motor skills in patients following stroke. Virtual reality (VR) technology has the capability of creating an interactive, motivating environment in which practice intensity and feedback can be manipulated to create individualized treatments to retrain movement. CASE DESCRIPTION: Three patients (ML, LE, and DK), who were in the chronic phase following stroke, participated in a 2-week training program (3 1/2 hours a day) including dexterity tasks on real objects and VR exercises. The VR simulations were targeted for range of motion, movement speed, fractionation, and force production. OUTCOMES: ML's function was the most impaired at the beginning of the intervention, but showed improvement in the thumb and fingers in range of motion and speed of movement. LE improved in fractionation and range of motion of his thumb and fingers. DK made the greatest gains, showing improvement in range of motion and strength of the thumb, velocity of the thumb and fingers, and fractionation. Two of the 3 patients improved on the Jebsen Test of Hand Function. DISCUSSION: The outcomes suggest that VR may be useful to augment rehabilitation of the upper limb in patients in the chronic phase following stroke.


Asunto(s)
Destreza Motora , Modalidades de Fisioterapia , Rango del Movimiento Articular , Rehabilitación de Accidente Cerebrovascular , Terapia Asistida por Computador , Interfaz Usuario-Computador , Anciano , Anciano de 80 o más Años , Brazo , Femenino , Fuerza de la Mano , Humanos , Masculino , Microcomputadores , Persona de Mediana Edad , Modalidades de Fisioterapia/instrumentación , Modalidades de Fisioterapia/métodos , Diseño de Software , Accidente Cerebrovascular/fisiopatología , Terapia Asistida por Computador/instrumentación , Terapia Asistida por Computador/métodos , Factores de Tiempo
SELECCIÓN DE REFERENCIAS
DETALLE DE LA BÚSQUEDA