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1.
Med Eng Phys ; 35(11): 1629-37, 2013 Nov.
Artículo en Inglés | MEDLINE | ID: mdl-23806418

RESUMEN

This study compared neck range of movement recording using three different methods goniometers (EGM), inclinometers (INC) and a three-dimensional video analysis system (IMG) in simultaneous and synchronized data collection. Twelve females performed neck flexion-extension, lateral flexion, rotation and circumduction. The differences between EGM, INC, and IMG were calculated sample by sample. For flexion-extension movement, IMG underestimated the amplitude by 13%; moreover, EGM showed a crosstalk of about 20% for lateral flexion and rotation axes. In lateral flexion movement, all systems showed similar amplitude and the inter-system differences were moderate (4-7%). For rotation movement, EGM showed a high crosstalk (13%) for flexion-extension axis. During the circumduction movement, IMG underestimated the amplitude of flexion-extension movements by about 11%, and the inter-system differences were high (about 17%) except for INC-IMG regarding lateral flexion (7%) and EGM-INC regarding flexion-extension (10%). For application in workplace, INC presents good results compared to IMG and EGM though INC cannot record rotation. EGM should be improved in order to reduce its crosstalk errors and allow recording of the full neck range of movement. Due to non-optimal positioning of the cameras for recording flexion-extension, IMG underestimated the amplitude of these movements.


Asunto(s)
Equipos y Suministros Eléctricos , Movimiento , Cuello/fisiología , Rango del Movimiento Articular , Grabación de Cinta de Video/métodos , Adulto , Fenómenos Biomecánicos , Femenino , Humanos , Factores de Tiempo
2.
Artículo en Inglés | MEDLINE | ID: mdl-22254578

RESUMEN

In this paper, we discuss a strategy for the adaptation of the "difficulty level" in games intended to include motor planning during robotic rehabilitation. We consider concurrently the motivation of the user and his/her performance in a Pong game. User motivation is classified in three levels (not motivated, well motivated and overloaded). User performance is measured as a combination of knowledge of results--achieved goals and score points in the game--and knowledge of performance--joint displacement, speed, aiming, user work, etc. Initial results of a pilot test with unimpaired healthy young volunteers are also presented showing a tendency for individualization of the parameter values.


Asunto(s)
Algoritmos , Gráficos por Computador , Teoría del Juego , Modalidades de Fisioterapia , Recompensa , Robótica/métodos , Terapia Asistida por Computador/métodos , Juegos de Video , Humanos
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