rehabilitation

New entry in the Digiplay Games Research Bibliography:

Adriaenssens, P.; Eggermont, E.; Pyck, K.; Boeckx, W.; Gilles, B. (1988)
Burns

Image of booksMotivating burned children to participate actively in rehabilitation at the burn unit demands many creative ideas. To avoid resistance from the child towards the exercises, it is important to offer a variety of techniques. A new play technique is outlined here, based on the use of video games, that is capable of motivating and stimulating children of all ages - even the youngest - towards active participation in rehabilitation. Read more...

New entry in the Digiplay Games Research Bibliography:

Merians, A. S.; Poizner, H.; Boian, R.; Burdea, G.; Adamovich, S. (2006)
Neurorehabilitation and Neural Repair

Image of booksObjective. To investigate the effectiveness of computerized virtual reality (VR) training of the hemiparetic hand of patients poststroke using a system that provides repetitive motor reeducation and skill reacquisition. Methods. Eight subjects in the chronic phase poststroke participated in a 3-week program using their hemiparetic hand in a series of interactive computer games for 13 days of training, weekend breaks, and pretests and posttests. Each subject trained for about 2 to 2.5 h per day. Outcome measures consisted of changes in the computerized measures of thumb and finger range of motion, thumb and finger velocity, fractionation (the ability to move fingers independently), thumb and finger strength, the Jebsen Test of Hand Function, and a Kinematic reach to grasp test. Results. Subjects as a group improved in fractionation of the fingers, thumb and finger range of motion, and thumb and finger speed, retaining those gains at the 1-week retention test. Transfer of these improvements was demonstrated through changes in the Jebsen Test of Hand Function and a decrease after the therapy in the overall time from hand peak velocity to the moment when an object was lifted from the table. Conclusions. It is difficult in current service delivery models to provide the intensity of practice that appears to be needed to effect neural reorganization and functional changes poststroke. Computerized exercise systems may be a way to maximize both the patients' and the clinicians' time. The data in this study add support to the proposal to explore novel technologies for incorporation into current practice. Read more...

New entry in the Digiplay Games Research Bibliography:

Huber, H. P. (2006)
Zeitschrift Fur Klinische Psychologie Und Psychotherapie

Image of booksBackground and objective: A steadily increasing number of publications indicate the emergence of a new field in clinical psychology that may be called "clinical cyber psychology". An attempt is made to give a survey of recent results of applying "virtual realities" (VR) to psychological assessment and treatment. Method: The present study distinguishes between three approaches: a) E-therapy, b) VR-therapy, and c) VR-teletherapy. By and large, these distinction categories (E, VR, and VR-tele) apply also to psychological assessment, counseling, and rehabilitation. Results and conclusions: Computer-generated 3 D virtual realities provide a high level of control of both stimulus presentation and interaction between patients and the virtual environment. It is hoped that the application of virtual reality technologies may contribute to essential improvements in the field of psychological assessment and treatment. Read more...

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