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Sökning: WFRF:(Sandlund Marlene)

  • Resultat 31-33 av 33
  • Föregående 123[4]
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31.
  • Sandlund, Marlene, et al. (författare)
  • Towards a mobile exercise application to prevent falls : A participatory design process
  • 2016
  • Ingår i: International Journal of Child Health and Human Development. - 1939-5965. ; 9:3, s. 389-398
  • Tidskriftsartikel (refereegranskat)abstract
    • In this cross-disciplinary project senior citizens and researchers participated in the collaborative design and development of a <strong data-auto="strong_text">mobile <strong data-auto="strong_text">exercise <strong data-auto="strong_text">application to <strong data-auto="strong_text">prevent <strong data-auto="strong_text">falls. The methods Form-IT and Participator) and Appreciative Action and Reflection (PAAR) were applied in a series of workshops, facilitating the creation of new knowledge and a socio-technical platform for an end-user development process. The participation of the older people was key to understanding the broad range of preferences and motivational aspects. The outcomes emerged into prototypes, which were composed using the ACKTUS platform for end-user development, resulting in a dynamic <strong data-auto="strong_text">application, easily adaptable to future needs and studies.
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32.
  • Sandlund, Marlene, et al. (författare)
  • Training of goal directed arm movements with motion interactive video games in children with cerebral palsy : a kinematic evaluation
  • 2014
  • Ingår i: Developmental Neurorehabilitation. - Informa Healthcare. - 1751-8423. ; 17:5, s. 318-326
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective: The main aim of this study was to evaluate the quality of goal-directed arm movements in 15 children with cerebral palsy (CP) following four weeks of home-based training with motion interactive video games. A further aim was to investigate the applicability and characteristics of kinematic parameters in a virtual context in comparison to a physical context.Method: Kinematics and kinetics were captured while the children performed arm movements directed towards both virtual and physical targets.Results: The children’s movement precision improved, their centre of pressure paths decreased, as did the variability in maximal shoulder angles when reaching for virtual objects. Transfer to a situation with physical targets was mainly indicated by increased movement smoothness.Conclusion: Training with motion interactive games seems to improve arm motor control in children with CP. The results highlight the importance of considering both the context and the task itself when investigating kinematic parameters.
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33.
  • Sandlund, Marlene, 1972-, et al. (författare)
  • Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy
  • 2011
  • Ingår i: Developmental Neurorehabilitation. - Taylor & Francis. - 1751-8423. ; 14:1, s. 15-21
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective: To explore the feasibility of using low-cost motion interactive games as a home-based intervention for children with cerebral palsy (CP).Methods: Fourteen children with CP, 6–16 years old, practiced with the EyeToy for PlayStation2® in their homes during 4 weeks. Outcome measures were physical activity monitors, Movement Assessment Battery for Children-2 (mABC-2), Bruininks-Oseretsky Test of Motor Proficiency (sub-test 5 : 6), 1 Minute Walk Test and gaming diaries.Results: Motivation for practice and compliance of training were high. The children's physical activity increased during the intervention and activity monitors were feasible to use, although data loss may be a concern. According to mABC-2 the children's motor performance improved, but there were both floor and ceiling effects. The two additional motor tests showed only non-significant progress.Conclusion: It is highly feasible to use motion interactive games in home rehabilitation for children with CP. Specific motor effects need to be further explored.
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  • Föregående 123[4]
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