Archive for category Books
Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation.
The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.
[BOOK] Therapeutic Exercise: Foundations and Techniques – Chapter 4: Streching for Improved Mobility – Google Books
[BOOK] Chapter 4: The Design Process and Usability Assessment of an Exergame System to Facilitate Strength for Task Training for Lower Limb Stroke Rehabilitation
Successful stroke rehabilitation relies on early, long-term, repetitive and intensive treatment, which is rarely adhered to by patients. Exergames can increase patients’ engagement with their therapy. Marketed exergaming systems for lower limb rehabilitation are hard to find and, none yet, facilitate Strength for Task Training (STT), a novel physiotherapeutic method for stroke rehabilitation. STT involves performing brief but intensive strength training (priming) prior to task-specific training to promote neural plasticity and maximize the gains in locomotor ability. This research investigates how the design of an exergame system (game and game controller) for lower limb stroke rehabilitation can facilitate unsupervised STT and therefore allow stroke patients to care for their own health. The findings suggest that specific elements of STT can be incorporated in an exergame system. Barriers to use can be reduced through considering the diverse physiological and cognitive abilities of patients and aesthetic consideration can help create a meaningful system than promotes its use in the home. The semantics of form and movement play an essential role for stroke patients to be able to carry out their exercises.
With over 15 million cases worldwide every year , strokes are a leading cause of serious long-term disability [2, 3]. Up to 75% of people affected by stroke have lower limb mobility limitations [3, 4], including hemiplegia (muscle paralysis) or hemiparesis (muscle weakness) down one side of the body . The World Health Organization (WHO) has highlighted the need for home health care that calls for rehabilitative devices, self-monitoring tools and self-management skills .
Success for stroke rehabilitation relies on early, intensive, long term repetitive treatment to regain motor control [5, 7] by learning to use existing redundant neural pathways . However, although abundantly prescribed by clinicians, as little as 31% of patients perform these exercises correctly and consistently, often due to their monotonous nature .
Recent studies show that systems of rehabilitative devices with incorporated digital games for exercising (exergames) improve patient engagement with their home-based therapies. This has promoted beneficial patient outcomes for different long-term conditions, including upper limb stroke rehabilitation [5, 10, 11], and more effective recovery . While there exist systems designed for upper-limb stroke rehabilitation [5, 13, 14] and for improving gait and balance [15–17], only one was found targeted specifically towards lower limb stroke rehabilitation .[…]
Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation
The study of technology and its implications in the medical field has become an increasingly crucial area of research. By integrating technological innovations into clinical practices, patients can receive improved diagnoses and treatments, as well as faster and safer recoveries.
Virtual Reality Enhanced Robotic Systems for Disability Rehabilitation is an authoritative reference source for the latest scholarly research on the use of computer-assisted rehabilitation methods for disabled patients. Highlighting the application of robots, sensors, and virtual environments, this book is ideally designed for graduate students, engineers, technicians, and company administrators interested in the incorporation of auto-training methods in patient recovery.
Virtual Reality for Physical and Motor Rehabilitation
While virtual reality (VR) has influenced fields as varied as gaming, archaeology, and the visual arts, some of its most promising applications come from the health sector. Particularly encouraging are the many uses of VR in supporting the recovery of motor skills following accident or illness.
Virtual Reality for Physical and Motor Rehabilitation reviews two decades of progress and anticipates advances to come. It offers current research on the capacity of VR to evaluate, address, and reduce motor skill limitations, and the use of VR to support motor and sensorimotor function, from the most basic to the most sophisticated skill levels. Expert scientists and clinicians explain how the brain organizes motor behavior, relate therapeutic objectives to client goals, and differentiate among VR platforms in engaging the production of movement and balance. On the practical side, contributors demonstrate that VR complements existing therapies across various conditions such as neurodegenerative diseases, traumatic brain injury, and stroke. Included among the topics:
- Neuroplasticity and virtual reality.
- Vision and perception in virtual reality.
- Sensorimotor recalibration in virtual environments.
- Rehabilitative applications using VR for residual impairments following stroke.
- VR reveals mechanisms of balance and locomotor impairments.
- Applications of VR technologies for childhood disabilities.
A resource of great immediate and future utility, Virtual Reality for Physical and Motor Rehabilitation distills a dynamic field to aid the work of neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists.
Full Stride: Advancing the State of the Art in Lower Extremity Gait Systems
Victoria Tepe, Charles M. Peterson
Springer, Sep 22, 2017 – Medical – 244 pages
This ground-breaking title begins with an introductory overview of the Lower Extremity Gait Systems (LEGS) project, identifying concerns and observations as context for the reader to consider topics and challenges detailed in later chapters. Next are chapters that explore relevant military and civilian needs, and an essential historical context of the capabilities and limitations of contemporary prosthetics. The section concludes with an overview of essential components used in passive and active lower limb prosthetics, including sockets, foot, ankle, and knee systems, as well as emerging bionic systems. A second section considers research and development in orthotics, synthetic and biological materials, volitional control, and wearable robotics (also known as exoskeletons). Finally, expert authors explore advanced science and emerging medical perspectives in research related to limb salvage, osseointegration, limb transplantation, and tissue engineering. Designed for medical practitioners, engineers, students, and researchers who use or develop prosthetic technology for civilian or military amputees, Full Stride: Advancing the State of the Art in Lower Extremity Gait Systems will be of great interest to trauma specialists, orthopedists, rehabilitation specialists, nursing staff and physical therapists, as well as researchers and scientists who specialize in fields that shape and inform advanced prosthetic device development such as materials sciences, engineering (electrical, mechanical, biomedical), robotics, and human physiology.
[BOOK] Computational Models of Brain and Behavior – Chapter 11: Multiscale Computer Modeling of Epilepsy – Google Books
Computational Models of Brain and Behavior
John Wiley & Sons, 29 Νοε 2017 – 584 σελίδες
A comprehensive Introduction to the world of brain and behavior computational models
This book provides a broad collection of articles covering different aspects of computational modeling efforts in psychology and neuroscience. Specifically, it discusses models that span different brain regions (hippocampus, amygdala, basal ganglia, visual cortex), different species (humans, rats, fruit flies), and different modeling methods (neural network, Bayesian, reinforcement learning, data fitting, and Hodgkin-Huxley models, among others).
Computational Models of Brain and Behavior is divided into four sections: (a) Models of brain disorders; (b) Neural models of behavioral processes; (c) Models of neural processes, brain regions and neurotransmitters, and (d) Neural modeling approaches. It provides in-depth coverage of models of psychiatric disorders, including depression, posttraumatic stress disorder (PTSD), schizophrenia, and dyslexia; models of neurological disorders, including Alzheimer’s disease, Parkinson’s disease, and epilepsy; early sensory and perceptual processes; models of olfaction; higher/systems level models and low-level models; Pavlovian and instrumental conditioning; linking information theory to neurobiology; and more.
Computational Models of Brain and Behavior is written for advanced undergraduate, Master’s and PhD-level students—as well as researchers involved in computational neuroscience modeling research.
This Research Topic is dedicated to Raja Parasuraman who unexpectedly passed on March 22nd 2015. Raja Parasuraman’s pioneering work led the emergence of Neuroergonomics as a new scientific field. He combined his research interests in the field of Neuroergonomics which he defined as the study of the human brain in relation to performance at work and everyday settings. Raja Parasuraman was a pioneer, a truly exceptional researcher and an extraordinary person. He made significant contributions to a number of disciplines, from human factors to cognitive neuroscience. His advice to young researchers was to be passionate in order to develop theory and knowledge that can guide the design of technologies and environments for people. His legacy, the field of Neuroergonomics, will live on in countless faculties and students whom he advised and inspired with unmatched humility throughout the whole of his distinguished career. Raja Parasuraman was an impressive human being, a very kind person, and an absolutely inspiring individual who will be remembered by everyone who had the chance to meet him.
About this Research Topic Since the advent of neuroergonomics, significant progress has been made with respect to methodology and tools for the investigation of the brain and behavior at work. This is especially the case for neuroscientific methods where the availability of ambulatory hardware, wearable sensors and advanced data analyses allow for imaging of brain dynamics in humans in applied environments. Methods such as: electroencephalography (EEG), functional near-infrared spectroscopy (fNIRS), and stimulation approaches like transcranial direct-currrent stimulation (tDCS) have made significant progress in both recording and altering brain activity while allowing full body movements outside laboratory environments.
For neuroergonomics, the application of brain imaging in real-world scenarios is highly relevant. Traditionally, brain imaging experiments in human factors research tend to avoid active behavior for fear of artifacts and a contaminated data set that would provide limited insight into brain dynamics in real working environments. To overcome these problems new analyses approaches have to be developed that identify artifacts resulting from hostile recording environments and movement-related non-brain activity stemming from eye-, head, and full-body movements. The application of methodology from the field of Brain-Computer Interfacing (BCI) for neuroergonomics is one approach that has significant potential to enhance ambulatory monitoring and applied testing. Passive BCIs allow for assessing aspects of the user state online, such that systems can automatically adapt to their user. This neuroadaptive technology could lead to highly efficient working environments, to auto-adaptive experimental paradigms and to a continuous tracking of cognitive and affective aspects of the user state. Hence, deployment of portable neuroimaging technologies to real time settings could help assess cognitive and motivational states of personnel assigned to perform critical tasks.
This Research Topic gathers submissions that cover new approaches in neuroergonomics. Different article type cover advanced neuroscience methods and neuroergonomics techniques as well as analysis approaches to investigate brain dynamics in working environments. The selection of papers provides insights into new neuroergonomic research approaches that demonstrate significant advances in brain imaging technologies that become more and more mobile, Moreover, a strong trend for new analyses approaches and paradigms investigating real work settings can be seen. Together, this unique collection of latest research papers provides a comprehensive overview on the latest developments in neuroergonomics.
[BOOK] Living with Chronic Illness and Disability – EBook: Principles for Nursing Practice – Google Books
Elsevier Health Sciences, 28 Ιουν 2017 – 584 σελίδες
With a complex range of chronic illnesses identified as national health priorities in Australia and New Zealand, nurses and health professionals are increasingly caring for people with chronic disease and disability across a variety of care settings. Acquiring the relevant knowledge and skills to work with people who have a chronic illness and/or disability is vital to providing quality, competent care.
Living with Chronic Illness and Disability: principles for nursing practice, 3rd edition has been fully revised to reflect the most current local and international research, focusing on a range of common chronic illnesses and disabilities, including: stroke, cancer, heart disease, mental illness, dementia, diabetes, asthma and obesity.
The third edition provides a holistic framework and models of care that are essential for caring for individuals and families living the lifealtering journey of chronic illness and disability.