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martes, 10 de noviembre de 2009

IREX neurorehabilitation System









IREX de Gesture Tek es el sistema de rehabilitación utilizando realidad virtual (videoinmersión) más estudiado (con más publicaciones) y conocido.

¿Qué opinaís?

http://www.gesturetekhealth.com/index.php




Download PDF now Cortical reorganization induced by virtual reality therapy in a child with hemiparetic cerebral palsy

Sung H You PT PHD, Sung Ho Jang MD, Yun-Hee Kim MD PhD, Yong-Hyun Kwon PT MS, Irene Barrow PhD, Mark Hallett MD

Abstract: Virtual reality (VR) therapy is a new, neurorehabilitation intervention aimed at enhancing motor performance in children with hemiparetic cerebral palsy (CP). This case report investigated the effects of VR therapy on cortical reorganization and associated motor function in an 8-year-old male with hemiparetic CP.


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Virtual Reality–Induced Cortical Reorganization and Associated Locomotor Recovery in Chronic Stroke An Experimenter-Blind Randomized Study

Sung H. You, PT, PhD; Sung Ho Jang, MD; Yun-Hee Kim, MD, PhD; Mark Hallett, MD; Sang Ho Ahn, MD; Yong-Hyun Kwon, PT, MS; Joong Hwi Kim, PT, MS; Mi Young Lee, PT

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Virtual reality based intervention in rehabilitation: relationship between motor and cognitive abilities and performance within virtual environments for patients with stroke

R Kizony, N Katz and P L Weiss

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The Virtual Mall: A Functional Virtual Environment for Stroke Rehabilitation

D. Rand M.Sc, N. Katz Ph.D, R. Kizony M.Sc and P.L. Weiss Ph.D.

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Virtual reality in neurorehabilitation

Patrice L. Weiss, Rachel Kizony, Uri Feintuch and Noomi Katz

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Virtual Reality: An Enabling Environment for Occupational Performance of Leisure Activities for the Older Stroke Survivor

Denise Reid, Ph.D.

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Virtual reality environments for post-stroke arm rehabilitation

Sandeep Subramanian, Luiz A Knaut, Christian Beaudoin, Bradford J McFadyen, Anatol G Feldman and Mindy F Levin

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Immersion without encumbrance: adapting a virtual reality system for the rehabilitation of individuals with stroke and spinal cord injury

R Kizony, N Katz, H Weingarden and P L Weiss


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Virtual reality rehabilitation for all: Vivid GX™ versus Sony PlayStation II EyeToy®

D Rand, R Kizony and P L Weiss

Abstract: The main objective of this paper was to investigate the potential of the Sony PlayStation II EyeToy (www.EyeToy.com) for use in the rehabilitation of elderly people with disabilities. Three studies were done. The first study included the testing of healthy, young adult participants (N=18) and compared their experiences using the EyeToy system to the GX system in terms of sense of presence, sense of enjoyment, control, success and perceived exertion.

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Video capture virtual reality as a flexible and effective rehabilitation tool

Patrice L Weiss, Debbie Rand, Noomi Katz and Rachel Kizony

Abstract: The objective of this article is to describe the way video capture virtual reality works, to review its assets relative to other VR platforms and to provide an overview of some of the major studies that have evaluated the use of video capture technologies for rehabilitation.

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Effect of movement constraint within virtual environments

Hagit Brown-Rubin, Debbie Rand, Rachel Kizony and Patrice L. (Tamar) Weiss

Abstract: The purpose of this study was to compare the sense of presence, perceived exertion and performance experienced by healthy users when they engaged in two virtual environments performed within two video capture virtual applications that differed in their level of structure and the possibility to perform unconstrained movements. The study instruments included the VividGroupGX and the IREX™ virtual reality applications.

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Motor rehabilitation using virtual reality

Heidi Sveistrup

Abstract: This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.

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Street Crossing Using a Virtual Environment Mobility Simulator

R. F. Boian, G.C. Burdea, J.E Deutsch, and S.H. Winter

Abstract: The virtual environment mobility simulator described in this paper uses two Rutgers Mega Ankle robot prototypes, a PC rendering the simulation exercise, a large display showing the virtual scene and an unweighing frame. The simulator is designed for training while standing in a realistic setting of a street-crossing environment.

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Interactive virtual environment training for safe street crossing of right hemisphere stroke patients with unilateral spatial neglect

N Katz, H Ring, Y Naveh, R Kizony, U Feintuch and P L Weiss

Abstract: The goal of this study was to determine whether non immersive interactive virtual environments are an effective medium for training individuals who suffer from Unilateral Spatial Neglect (USN) as a result of a right hemisphere stroke.

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Comparison of Two VR Platforms for Rehabilitation. Video Capture versus HMD

Rand, Kizony, Feintuch, Katz, Josman, Rizzo and Weiss

Abstract: The purpose of this paper is to describe the results of a study of healthy participants (N _ 89) using two different VR platforms in combination with one of the two virtual environments that was designed to compare the sense of presence, incidence of side effects, perceived exertion and performance.

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Virtual Reality Provides Leisure Time Opportunities for Young Adults with Physical and Intellectual Disabilities

Patrice L. (Tamar) Weiss, Ph.D., Pnina Bialik, B.A., and Rachel Kizony, M.Sc.

Abstract: Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment.


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Benefits of activity and virtual reality based balance exercise programmes for adults with traumatic brain injury: Perceptions of participants and their caregivers

M. Thornton, S. Marshall, J. McComas, H. Finestone, A McCormick, & H. Sveistrup

Abstract: The objective of this study was to explore multi-dimensional benefits of exercise participation perceived by adults with traumatic brain injury (TBI) and their caregivers. Adults (n=27, aged 18–66) with moderate or severe TBI 6 months or more earlier participated in focus groups following 6 weeks of an activity-based (ABE) or a virtual reality (VR) delivered balance exercise programme. Family members and care providers participated in separate focus groups. Perceptions related to programme participation as well as balance confidence and lower extremity function were extracted from focus group verbatim and quantitative scales, respectively.

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Veterans Health Initiative - Traumatic Brain Injury Report

Edited by Rodney Vanderploeg, PhD

Abstract: This independent study presents an overview of Traumatic Brain Injury (TBI) issues that Primary Care practitioners may encounter when providing care to veterans and active duty military personnel. This independent study module is a part of the Veterans Health Initiative (VHI). This VHI is a comprehensive program of continuing education designed to improve recognition and treatment of health problems related to traumatic brain injury.

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Video-capture virtual reality system for patients with paraplegic spinal cord injury

Rachel Kizony, MSc, Liat Raz, MSc, Noomi Katz, PhD, Harold Weingarden, MD, Patrice L. Tamar Weiss, PhD

Abstract: This article presents results from a feasibility study of a video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and who need balance training.

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Immersion without encumbrance: adapting a virtual reality system for the rehabilitation of individuals with stroke and spinal cord injury

R Kizony, N Katz, H Weingarden and P L Weiss

Abstract: This paper reviews current work on motor rehabilitation using virtual environments and virtual reality and where possible, compares outcomes with those achieved in real-world applications.



Autor: Samuel Franco Domínguez

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