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This paper describes a video game for the rehabilitation of the pronation and supination movements of children with cerebral palsy. It is used as an interface for a robot that is currently under development. The game was programmed in LabVIEW and MATLAB is used for analyzing the results. It simulates a formula one racecar on a racetrack. Its objective is to keep the car inside the racetrack's limits...
This paper will describe the NJIT-RAVR system, which combines adaptive robotics with complex VR simulations for the rehabilitation of upper extremity impairments and function in children with CP. The feasibility of this system is examined in the context of two pilot studies. The NJIT-RAVR system consists of the Haptic Master, a 6 degrees of freedom, admittance controlled robot and a suite of rehabilitation...
Cerebral palsy is a non-progressive neurological disorder caused by disturbances to the developing brain. Physical and occupational therapy, if started at a young age, can help minimizing complications such as joint contractures, and can improve limb range of motion and coordination. While current forms of therapy for children with cerebral palsy are effective in minimizing symptoms, many children...
The current study introduces a novel rehabilitation robot for treatment of impaired ankle in children with cerebral palsy (CP). The treatment consisted of passive stretching under intelligent control and active movement training with motivating game-playing using the portable robot. After 18 sessions of training (3 sessions/week for 6 weeks), we found significant improvement in 12 children with CP...
As part of a larger study evaluating the effects of trunk restraint on the kinematics of arm movements in children with cerebral palsy (CP), we evaluated the level of cooperation and satisfaction of the children when practicing arm and hand movements during play-like activities in a physical environment (PE) compared to a video-capture based (IREX, GestureTek) virtual environment (VE) using 5-point...
This paper will describe the NJIT-RAVR system, which combines adaptive robotics with complex VR simulations for the rehabilitation of upper extremity impairments and function in children with CP. The feasibility of this system is examined in the context of two pilot studies. The NJIT-RAVR system consists of the Haptic Master, a 6 degrees of freedom, admittance controlled robot and a suite of rehabilitation...
Virtual reality enables dynamic interaction between children and their environments, and active engagement in functional activities using a highly motivating, user-friendly and safe interface. The present work describes a new virtual environment, the Meal-Maker, created to evaluate and treat functional performance in a familiar context (kitchen) for children with cerebral palsy.
While society is partly responsible for a feeling of isolation among children with learning disabilities, this isolation is exacerbated by the child's inability to adjust psychosocially. The authors hypothesize that social inclusion will be a natural outcome if technology can restore or assist the ability of basic self-expression and self-growth. One of the most promising methods of expression for...
Virtual reality is a recent technology incorporated in upper extremity therapy programs for children with cerebral palsy. However, the systems currently being used cannot be graded to meet the skill level of children with cerebral palsy who have severely impaired upper extremities. These systems are often expensive, making them impractical for the clinical and home settings. ldquoHands-Uprdquo was...
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...
Virtual reality (VR) has the potential to offer experiences which are engaging and rewarding. In VR, the focus is shifted from the person's efforts in producing a movement or completing a task to that of interaction with the virtual environment. We have found that participants place value and meaning on and enjoy the activities programmed. Virtual reality interventions have been shown to improve cognitive...
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