Posts Tagged Video game

[WEB SITE] Stroke Rehab Gamification: Hangout with Ohio State Wexner Medical Center’s Researchers.

Stroke rehabilitation can be a monotonous and uninspiring experience, resulting in many patients recovering not as well as they could. We hosted a hangout with researchers from Ohio State Wexner Medical Center who have developed a couple tools that make stroke rehab considerably more exciting while improving the effectiveness of the therapy. Here’s our conversation with Lynne Gauthier and Lise Worthen-Chaudhari about the technologies they’ve been working on:

 

 

Lynne Gauthier, a neuroscientist at Ohio State Wexner Medical Center, developed a video game that forces patients to use the side of their body affected by stroke. Patients wear a glove with sensors that they use to control the game, while a mit restricts their “good hand” from doing the work instead.

 

Lise Worthen-Chaudhari, associate director of the Motion Analysis and Recovery Laboratory at Ohio State Wexner Medical Center, developed Embedded Arts. The digital program is used to help patients with limited mobility. Motion detectors are worn on the part of the body that needs to be exercised, and the patient moves that body part to make artwork that appears on a screen as they move.

Source: Stroke Rehab Gamification: Hangout with Ohio State Wexner Medical Center’s Researchers | Medgadget

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[Abstract] A pilot randomized, controlled trial of an active video game physical activity intervention. – PsycNET

Abstract
Objective: Active video games (AVGs) transform the sedentary screen time of video gaming into active screen time and have great potential to serve as a “gateway” tool to a more active lifestyle for the least active individuals. This pilot randomized trial was conducted to explore the potential of theory-guided active video games in increasing moderate-to-vigorous physical activity (MVPA) among young adults.
Method: In this pilot 4-week intervention, participants were randomly assigned to 1 of the following groups: an AVG group with all the self determination theory (SDT)–based game features turned off, an AVG group with all the SDT-based game features turned on, a passive gameplay group with all the SDT-based game features turned on, and a control group. Physical activity was measured using ActiGraph GT3X accelerometers. Other outcomes included attendance and perceived need satisfaction of autonomy, competence and relatedness.
Results: It was found that playing the self-determination theory supported AVG resulted in greater MVPA compared with the control group immediately postintervention. The AVG with the theory-supported features also resulted in greater attendance and psychological need satisfaction than the non–theory-supported one.
Conclusion: An AVG designed with motivation theory informed features positively impacted attendance and MVPA immediately postintervention, suggesting that including AVG features guided with motivation theory may be a method of addressing common problems with adherence and increasing effectiveness of active gaming. (PsycINFO Database Record (c) 2015 APA, all rights reserved)

Source: PsycNET – Option to Buy

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[ARTICLE] Effectiveness of Virtual Reality Game on Functional Movement and Activities of Daily Living in Hemiparetic Stroke Patients.

Abstract:

Independent activities of daily living (ADLs) performance are recognized as a major goal of stroke rehabilitation. Recently, virtual reality training using a video game is considered as an effective approach to improve functional activity of stroke patients.

The purpose of this study is to investigate the effects of virtual reality game using a wii fit balance board on functional movement and ADLs of hemiparetic stroke patients.

20 subjects were randomly allocated into two groups: the virtual reality game training (n = 10) and control groups (n = 10). Both groups participated in standard rehabilitation program for 6 weeks. In addition, virtual reality game training group participated in virtual reality game training for 30 minutes per day, 3 times a week, for 6 weeks.

Virtual reality game training program consisted of balance bubble, ski slalom, ski jump, soccer heading, table tiling, and the penguin slide was conducted with the Wii-Fit balance board. After 6 weeks virtual reality game training, significant improvement observed in functional movement and ADL performance in the virtual reality game training group compared to the control group.

Findings of this study demonstrated that the virtual reality game training has an effective on functional movement and ADL performance in hemiparetic stroke patients when added to standard rehabilitation.

Source: Effectiveness of Virtual Reality Game on Functional Movement and …: ingentaconnect

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[WEB SITE] Here’s an idea: Play your way to recovery – ideas.ted.com

As anyone who’s ever recovered from an injury knows, physical therapy can be painful, boring and slow. TED Fellow Cosmin Mihaiu is out to change that with MIRA, software that disguises physical therapy exercises as fun-to-play videogames. Here’s how it works.

Unlikely — fun! — physical therapy. “Traditionally, a patient doing physical therapy at home is, at most, looking in the mirror. There’s no other feedback or encouragement,” says Mihaiu. MIRA, built by his team in Romania and the United Kingdom, changes that. It’s a set of simple, fun-to-play videogames that encourage precise movement while offering audio and visual stimulus and a sense of achievement. By reaching their onscreen goals, patients also do their physical therapy exercises. So a patient recovering from a broken arm might fly a bee to gather pollen — while flexing and extending the arm. Someone recovering from a stroke might navigate a submarine through water to improve the precision of movement in the shoulder.

Off-the-shelf hardware and tailored exercises produce a personal experience. Each of the ten games offers a range of exercises that can be tailored to each patient’s needs; it’s up to the therapist to prescribe which ones to play, and for how long. Mihaiu and his team built software that can be played via a Kinect motion-sensing input device and a PC. Using readily available and relatively cheap hardware is one way they hope to promote adoption by clinics and hospitals — and eventually by patients at home.

BECAUSE PATIENTS KNOW THAT THEIR CLINICIANS CAN SEE WHETHER AND HOW THEY ARE DOING THE PRESCRIBED EXERCISES, THEY’RE MORE LIKELY TO COMPLY.

The inspiration for MIRA: a fall from a tree. When he was seven, Mihaiu fell out of a tree he’d used as a (poor) hiding place. “The doctors encased my arm and torso in a cast, and because I was stuck in that position for six weeks, I could no longer extend my elbow when the cast came off,” he says. A physical therapist prescribed exercises that called for him to flex and extend his elbow 100 times a day. Unsurprisingly, little Cosmin balked at such tedium. But that meant his recovery took far longer than it should have done. Years later, as a computer engineering student at the University of Babeș-Bolyai in Romania, Mihaiu remembered this childhood experience during a brainstorming session for the Microsoft Imagine Cup innovation competition. “We thought, what if we could get people to play their way to recovery?” he recalls. They didn’t win, but the idea stuck, and MIRA — which stands for Medical Interactive Recovery Assistant — was born.

VIDEO —> Cosmin Mihaiu: Physical therapy is boring — play a game instead

Continue —>  Here’s an idea: Play your way to recovery | ideas.ted.com.

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[WEB SITE] FDA Approves Mobile App for Evaluating Traumatic Brain Injury

FDA Approves Mobile App for Evaluating Traumatic Brain Injury

A new app will soon be available to help clinicians diagnose traumatic brain injury in as little as five minutes in almost any setting, including environments of combat.

The app, called the Defense Automated Neurobehavioral Assessment (DANA), runs on multiple mobile platforms and was recently granted U.S. Food and Drug Administration (FDA) approval. “It’s like a brain thermometer,” stated Lt. Col. Chessley Atchison, a program manager for the Combat Casualty Care Research Program of the U.S. Army Medical Research and Materiel Command (USAMRMC). “And once we get it right, we’re going to put it fairly far forward in the field.”

According to the USAMRMC, DANA operates much like a video game. Service members will undergo a baseline series of on-screen exercises during which both their speed and accuracy are recorded. Those who may have had a serious head injury will then participate in a series of both cognitive efficiency tests and self-administered questionnaires. Afterward, a clinician will review the results, comparing them with the results of the baseline exercises. The combination of the app’s cognitive and psychological components allows for insight into the prevalence of symptoms related to both traumatic brain injury and posttraumatic stress disorder, USAMRMC said in a press statement.

USAMRMC stated that once DANA is fully validated for battlefield use, it may be used to help assess fitness for duty. The app is currently being tested on tablet devices.

For more information on diagnosing traumatic brain injury, see the Psychiatric News article “I Can’t Think Clearly: Diagnosing Traumatic Brain Injury with DSM-5.”

via Psych News Alert: FDA Approves Mobile App for Evaluating Traumatic Brain Injury.

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[WEB SITE] Virtual reality speeds up rehabilitation: Integrating force feedback into therapies for impaired hands — ScienceDaily

…In response to therapeutic needs, a computerized training programme against impaired hands has been developed at the School of Nursing of The Hong Kong Polytechnic University. Patients being trained are supposed to exercise their hands through playing a series of well-designed computer games that simulate everyday tasks, such as opening a locked door with a key or pouring tea into a cup. While playing, their hand movements are monitored and recorded by a haptic device, which is connected to the control unit held by the patient at one end, and a computer at the other. The haptic device then feeds the data into the computer, resulting in the instant reflection of the patient’s actions in the animation on screen.

In addition, the haptic technology which the programme employs is more true-to-life than similar programmes, as feedback is provided through the force created by the control unit to players. For example, they can literally feel the weight of a simulated bottle diminishing as the water is being poured out. Such kind of precision will greatly enhance training effectiveness and improve the patient’s coordination.

Game-based therapies are highly motivating. Firstly, playing 3D games in colourful animation is more interesting than monotonous physical exercises. Secondly, a reward system incorporated in the programme is sure to fuel a sense of competition and accomplishment. “Our games are designed to be engaging. When players make successful attempts, they get bonus points. And as they win, they move on to the next level, where more attractive rewards are waiting,” said Dr Kup-sze Choi, the leader of the research team. It is satisfying for players to work their way up and keep going with the therapy, thereby improving their hand functions…

more –>Virtual reality speeds up rehabilitation: Integrating force feedback into therapies for impaired hands — ScienceDaily.

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[WEB SITE] Brain-Training Device May Ease Stroke Paralysis – WebMD

MONDAY, Dec. 2, 2013 (HealthDay News)

Scientists are testing a new thought-controlled device that may one day help people move limbs again after they’ve been paralyzed by a stroke.

The device combines a high-tech brain-computer interface with electrical stimulation of the damaged muscles to help patients relearn how to move frozen limbs.

So far, eight patients who had lost movement in one hand have been through six weeks of therapy with the device. They reported improvements in their ability to complete daily tasks.

“Things like combing their hair and buttoning their shirt,” explained study author Dr. Vivek Prabhakaran, director of functional neuroimaging in radiology at the University of Wisconsin-Madison.

“These are patients who are months and years out from their strokes,” Prabhakaran said. “Early studies suggested that there was no real room for change for these patients, that they had plateaued in the recovery. We’re showing there is still room for change. There is plasticity we can harness.”

To use the new tool, patients wear a cap of electrodes that picks up brain signals. Those signals are decoded by a computer. The computer, in turn, sends tiny jolts of electricity through wires to sticky pads placed on the muscles of a patient’s paralyzed arm. The jolts act like nerve impulses, telling the muscles to move.

A simple video game on the computer screen prompts patients to try to hit a target by moving a ball with their affected arm. Patients practice with the game for about two hours at a time, every other day.

Researchers also scanned the patients’ brains before, during and a month after they finished 15 sessions with the device.

The more patients practiced, the more they were able to train their brains, the researchers found.

The findings were scheduled for presentation Monday at the annual meeting of the Radiological Society of North America, in Chicago.

Strokes occur when blood flow to the brain stops. This happens because a blood clot blocks a blood vessel in the brain or a blood vessel breaks in the brain. Strokes often cause problems with movement and language.

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via Brain-Training Device May Ease Stroke Paralysis – WebMD.

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[VIDEO] Report about YouGrabber, shown on Swiss television SF1 (Puls) – YouTube

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[REVIEW] Virtual reality using games for improving physical functioning in older adults. – Full Text PDF

Abstract

The use of virtual reality through exergames or active video game, i.e. a new form of interactive gaming, as a complementary tool in rehabilitation has been a frequent focus in research and clinical practice in the last few years. However, evidence of their effectiveness is scarce in the older population.

This review aim to provide a summary of the effects of exergames in improving physical functioning in older adults. A search for randomized controlled trials was performed in the databases EMBASE, MEDLINE, PsyInfo, Cochrane data base, PEDro and ISI Web of Knowledge. Results from the included studies were analyzed through a critical review and methodological quality by the PEDro scale. Thirteen studies were included in the review.

The most common apparatus for exergames intervention was the Nintendo Wii gaming console (8 studies), followed by computers games, Dance video game with pad (two studies each) and only one study with the Balance Rehabilitation Unit. The Timed Up and Go was the most frequently used instrument to assess physical functioning (7 studies). According to the PEDro scale, most of the studies presented methodological problems, with a high proportion of scores below 5 points (8 studies). The exergames protocols and their duration varied widely, and the benefits for physical function in older people remain inconclusive. However, a consensus between studies is the positive motivational aspect that the use of exergames provides. Further studies are needed in order to achieve better methodological quality, external validity and provide stronger scientific evidence.

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