The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
We present an at-home assessment system for upper extremity rehabilitation with simple motion capture that is functional and affordable. This system uses lighted targets to initiate a reach to grasp (or touch, if the patient is unable to grasp) to three touch- and force-sensitive cones. During the reach, end-point reach trajectory is captured using a low-cost, custom-built infrared motion capture...
Human-robot interaction (HRI) for socially assistive applications is a growing research area at the intersection of robotics, health science, psychology, social and cognitive science. Assistive robotics has the potential to enhance quality of life for large user populations. Individuals in rehabilitation therapy are potential beneficiaries of socially assistive technology, both for improved mobility...
Planning of reach actions can be inferred through examination of the scaling of kinematic features and through a deterministic statistical model that delineates a premovement plan and early compensatory adjustments. The influence of stroke-induced hemiparesis on these motor planning features is currently unknown. The purpose of this study is to determine the feasibility of using a 3-dimensional (3-D)...
Paediatric rehabilitation using virtual reality systems pose unique usability challenges distinct from those in adult rehabilitation. These challenges relate to the different epidemiology and aetiology of childrenpsilas disorders requiring rehabilitation and the physical design of interactive virtual reality hardware for children of varying sizes. Just as importantly, children need highly entertaining...
Expensive and bulky setups, and center-out whole-arm reaching paradigms have been used extensively in motor control research to explore the neural control of movement in humans and primates. They have led to a number of robust findings about the effect of modified task dynamics onto movement kinematics and motor skill acquisition. A number of controversial findings are related to the role of peripheral...
Balance and locomotion involve multi-sensory integration while meeting environmental demands. In addition, increased task complexity negatively affects postural control in aging and patient populations. The goal of this pilot study was to examine the effects of aging and cognitive load on the visual perception of vertical. Four young and 3 older individuals participated. Subjective visual vertical...
The ability to use haptic input through light contact to improve stability while walking post-stroke is investigated in a virtual environment (VE). Persons with stroke and healthy participants walk in a VE where they encounter changes in the slope of the support surface. Kinematic, kinetic, and electromyographic data analyses will be used to show the anticipatory postural adjustments made leading...
Advances in combat medical care are allowing severely wounded individuals to survive injuries that would have previously proven fatal. Severely wounded individuals commonly demonstrate limitations in gait performance due to loss of physical function associated with the injuries, and, we believe, due to limitations in current training techniques. The purpose of this case report is to describe the effect...
This poster will present the initial stages of development of a Spirometer input device, servo controlled airflow valve and XNA-based video game. This system will be developed as a possible treatment tool for engaging older children with Cystic Fibrosis to perform breathing exercises. Interaction with the game will involve breathing into the Spirometer device. The device will be programmed to measure...
We investigated the manner in which complementary and conflicting visual and physical motion signals affect postural responses in healthy elderly individuals vs. an age-matched group that had experienced cortical or subcortical strokes (stroke). Subjects stood on a motion platform located within a virtual reality environment and were asked to maintain their balance in response to different combinations...
INSCAPE aims at enabling non computer scientist people to use and master the latest Information Society Technologies for interactively conceiving, authoring, publishing and experiencing interactive applications and particularly in the field of virtual rehabilitation. It integrates a wide range of virtual reality concepts and offers the user with the possibility to bring interactivity to multimedia...
The Nintendo Wii remote is a compact, readily accessible position, orientation, and motion sensing technology with blue tooth wireless communication. We have integrated the 3D position sensor to our existing gesture therapy system of computer simulated therapy exercises. We have also used pitch, yaw, and roll, from the Wii remote 3D accelerometer to navigate a fly-through of an arbitrary Direct-X...
Assessment of virtual rehabilitation designs is typically guided by human-computer interaction methods such as usability. Although interaction and usability are important evaluative metrics, these measures may not provide enough information as to the efficacy of the rehabilitation component of these scenarios. Of importance are the individual differences that may affect outcome measures for single...
Virtual robotic rehabilitation is beginning to show its efficacy in motor function recovery for stroke survivors. However, due to the lack of understanding in the potential danger imposed by large energetic actuators safety for intimate interaction is typically not taken into account beyond software. For this reason the ability to extend virtual robotic rehabilitation to hospital or domestic settings...
Orientation of the body has been shown to adapt to sustained stance on a tilted support surface in subjects who were blindfolded or who had their eyes closed. Postural adaptation occurs even when the lower limbs are constrained, suggesting that there is central adaptation of the perception of vertical. These studies, however, were performed in the absence of visual inputs and it is not clear whether...
Impaired motor function of the arm is one of the consequences of a neurological disorder, limiting movements that are essential for various daily activities, such as reaching and grasping. To achieve the best possible functional ability of the impaired arm, challenging and motivating training including active, functional and intensive exercises is essential during neurorehabilitation. Virtual reality...
Virtual environments can make repetitive motor rehabilitation exercises more motivating and thereby more effective. We hypothesize that participation-dependent multimodal stimuli increase the patientpsilas activity as expressed through force exertion during robot-aided treadmill training. In a single case study with one patient (12 years old), we were able to show that active participation increased...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.