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viernes, 30 de enero de 2009

Innovador enfoque de la rehabilitacion de hemiparesia en miembro superior usando entornos virtuales






En el European Journal of Physical and Rehabilitation Medicine de diciembre nos cuentan esta aplicación de la realidad virtual a la rehabilitación de los miembros superiores. Entre otros firman el artículo Sergei V. Adamovich (enlace a su página personal) y Merians A. dos de los autores más interesantes de este campo de la Rehabiliación Virtual junto con Boian R y Burdea G, de los que ya he hablado en otras ocasiones.







A la derecha con barba Sergei Adamovich junto a Richard Foulds y el robot para rehabiltiación HapticMASTER

Podeís leer algunas cosas de Adamovich aquí.



El trabajo está hecho desde la facultad de medicina y odontología de New Jersey.
http://njms.umdnj.edu/index.cfm

Espero que os guste, con publicaciones como esta hablando de realidad virtual en rehabilitación ya no hay excusa para no darse por enterado o pensar que tan solo son cosas que interesan a ingenieros que leen revistas llenas de gráficas y números con factores de impacto más altos que cualquier revista de rehabilitación y que aunque incluyan esa palabra: rehabilitación; en su nombre, no tienen nada que ver con la rehabilitación tal y como la conocemos.

Eur J Phys Rehabil Med. 2008 Dec 21. [Epub ahead of print]
Innovative approaches to the rehabilitation of upper extremity hemiparesis using virtual environments.
Merians AS, Tunik E, Fluet GG, Qiu Q, Adamovich SV.
Department of Rehabilitation and Movement Science, University of Medicine, and Dentistry of New Jersey, Newark, NJ, USA merians@umdnj.edu.
AIM: Upper-extremity interventions for hemiparesis are a challenging aspect of stroke rehabilitation. Purpose of this paper is to report the feasibility of using virtual environments (VEs) in combination with robotics to assist recovery of hand-arm function and to present preliminary data demonstrating the potential of using sensory manipulations in VE to drive activation in targeted neural regions. METHODS: We trained 8 subjects for 8 three hour sessions using a library of complex VE's integrated with robots, comparing training arm and hand separately to training arm and hand together. Instrumented gloves and hand exoskeleton were used for hand tracking and haptic effects. Haptic Master robotic arm was used for arm tracking and generating three-dimensional haptic VEs. To investigate the use of manipulations in VE to drive neural activations, we created a ''virtual mirror'' that subjects used while performing a unimanual task. Cortical activation was measured with functional MRI (fMRI) and transcranial magnetic stimulation. RESULTS: Both groups showed improvement in kinematics and measures of real-world function. The group trained using their arm and hand together showed greater improvement. In a stroke subject, fMRI data suggested virtual mirror feedback could activate the sensorimotor cortex contralateral to the reflected hand (ipsilateral to the moving hand) thus recruiting the lesioned hemisphere. CONCLUSION: Gaming simulations interfaced with robotic devices provide a training medium that can modify movement patterns. In addition to showing that our VE therapies can optimize behavioral performance, we show preliminary evidence to support the potential of using specific sensory manipulations to selectively recruit targeted neural circuits.
PMID: 19158659 [PubMed - as supplied by publisher]


http://www.ncbi.nlm.nih.gov/pubmed/19158659?ordinalpos=1&itool=Email.EmailReport.Pubmed_ReportSelector.Pubmed_RVDocSum
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