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1.
  • Alt Murphy, Margit, 1970, et al. (författare)
  • SALGOT - Stroke Arm Longitudinal study at the University of Gothenburg, prospective cohort study protocol.
  • 2011
  • Ingår i: BMC neurology. - : Springer Science and Business Media LLC. - 1471-2377. ; 11
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Recovery patterns of upper extremity motor function have been described in several longitudinal studies, but most of these studies have had selected samples, short follow up times or insufficient outcomes on motor function. The general understanding is that improvements in upper extremity occur mainly during the first month after the stroke incident and little if any, significant recovery can be gained after 3-6 months. The purpose of this study is to describe the recovery of upper extremity function longitudinally in a non-selected sample initially admitted to a stroke unit with first ever stroke, living in Gothenburg urban area. METHODS/DESIGN: A sample of 120 participants with a first-ever stroke and impaired upper extremity function will be consecutively included from an acute stroke unit and followed longitudinally for one year. Assessments are performed at eight occasions: at day 3 and 10, week 3, 4 and 6, month 3, 6 and 12 after onset of stroke. The primary clinical outcome measures are Action Research Arm Test and Fugl-Meyer Assessment for Upper Extremity. As additional measures, two new computer based objective methods with kinematic analysis of arm movements are used. The ABILHAND questionnaire of manual ability, Stroke Impact Scale, grip strength, spasticity, pain, passive range of motion and cognitive function will be assessed as well. At one year follow up, two patient reported outcomes, Impact on Participation and Autonomy and EuroQol Quality of Life Scale, will be added to cover the status of participation and aspects of health related quality of life. DISCUSSION: This study comprises a non-selected population with first ever stroke and impaired arm function. Measurements are performed both using traditional clinical assessments as well as computer based measurement systems providing objective kinematic data. The ICF classification of functioning, disability and health is used as framework for the selection of assessment measures. The study design with several repeated measurements on motor function will give us more confident information about the recovery patterns after stroke. This knowledge is essential both for optimizing rehabilitation planning as well as providing important information to the patient about the recovery perspectives. TRIAL REGISTRATION: ClinicalTrials.gov: NCT01115348.
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2.
  • Bellner, Anna-Lena, et al. (författare)
  • Virtual Reality in cognitive rehabilitation and understanding of stroke disease
  • 2008
  • Ingår i: Medical Informatics Europe 2008 - eHealth beyond the horizon – get IT there.
  • Konferensbidrag (refereegranskat)abstract
    • Physical and cognitive deficits are consequences of traumatic brain injuries (TBI). Without rehabilitation activity problems persist, i.e. limitations to handle personal care, the work situation, and recreational activities. A new approach in the rehabilitation area is the use of Virtual Reality (VR) technology and haptic devices. The aim of this study is to test an application of VR technology with 3D computer games as an occupational assessment/treatment method in rehabilitation. The training activities were virtual games that are used for training purposes. Every time an activity is run, data about the 3D hand movements of the patient is collected and analyzed, i.e. time and tremor in movements. The subject was a 48 years male patient, who in 2002 had a cranio-encephalitic trauma (CET), caused by an accident. Since 4 years he is working par time (50%). In the autumn 2007 he attended the rehabilitation program. Since then he has received two weekly sessions of 60 minutes by a special trained occupational therapist. The first weeks he was extremely tiered, tensed and unmotivated after 5-10 minutes. Cognitive deficits, motor and personality disorders were observed and assessed by using published and commonly used instruments within this knowledge field. The results revealed great problems in most observed and tested areas. After this initial period the patient accepted to take place in front of the VR-station. He was instructed to pick up the haptic stylus and start the tests. The whole procedure took 5 minutes and then he needed to relax the rest of the session. However, forthcoming sessions were breaking points, with an unexpected outcome. The patient increased his exercise potential from 5 to 40 minutes. Quantitative data revealed that the VR tasks gave a possibility to record time and to exact record the movement of the hand during the training. Qualitative data revealed that the patient’s increased motivation supported him to be active in everyday life. One outcome was an invitation from his employer to extend his working time within a computer department.After 6 months of VR-technological treatment sessions the patient improved significantly concerning cognitive and sensory-motor deficits. Thus, he is more competent to do what he wishes to do.
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3.
  • Broeren, Jurgen, et al. (författare)
  • A kinematic analysis of a haptic handheld stylus in a virtual environment: a study in healthy subjects
  • 2007
  • Ingår i: J Neuroengineering Rehabil. - : Springer Science and Business Media LLC. ; 4
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: Virtual Reality provides new options for conducting motor assessment and training within computer-generated 3 dimensional environments. To date very little has been reported about normal performance in virtual environments. The objective of this study was to evaluate the test-retest reliability of a clinical procedure measuring trajectories with a haptic handheld stylus in a virtual environment and to establish normative data in healthy subjects using this haptic device. METHODS: Fifty-eight normal subjects; aged from 20 to 69, performed 3 dimensional hand movements in a virtual environment using a haptic device on three occasions within one week. Test-retest stability and standardized normative data were obtained for all subjects. RESULTS: No difference was found between test and retest. The limits of agreement revealed that changes in an individual's performance could not be detected. There was a training effect between the first test occasion and the third test occasion. Normative data are presented. CONCLUSION: A new test was developed for recording the kinematics of the handheld haptic stylus in a virtual environment. The normative data will be used for purposes of comparison in future assessments, such as before and after training of persons with neurological deficits.
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6.
  • Broeren, Jurgen, et al. (författare)
  • Assessment and training in a 3-dimensional virtual environment with haptics: a report on 5 cases of motor rehabilitation in the chronic stage after stroke.
  • 2007
  • Ingår i: Neurorehabilitation and Neural Repair. - : SAGE Publications. - 1545-9683 .- 1552-6844. ; 21:2, s. 180-189
  • Tidskriftsartikel (refereegranskat)abstract
    • Objective. This exploratory study assessed the possible effectiveness of hemiparetic upper extremity training in subjects with chronic stroke with computer instrumentation (haptic force feedback) and 3-dimensional visualization applied to computer games, as well as to evaluate concurrent computer-assisted assessment of the kinematics of movements and test whether any improvement detected in the computer environment was reflected in activities of daily living (ADLs). Methods. A single-subject repeated-measures experimental design (AB) was used. After baseline testing, 5 patients were assigned to the therapy 3 times a week for 45 min for 5 weeks. Velocity, time needed to reach, and hand path ratio (reflecting superfluous movements) were the outcome measures, along with the Assessment of Motor and Process Skills and the Box and Block test. The follow-up phase (C) occurred 12 weeks later. Results. Improvements were noted in velocity, time, and hand path ratio. One patient showed improvement in occupational performance in ADLs. Conclusions.The application of this strategy of using virtual reality (VR) technologies may be useful in assessing and training stroke patients. The results of this study must be reproduced in further studies. The VR systems can be placed in homes or other nonclinical settings.
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8.
  • Broeren, Jurgen, et al. (författare)
  • Exploration of computer games in rehabilitation for brain damage
  • 2008
  • Ingår i: Proceedings of the 7th International Conference on Disability, Virtual Reality and Associated Technologies. ; , s. 75-80
  • Konferensbidrag (refereegranskat)abstract
    • Cognitive and physical deficits are consequences of stroke/traumatic brain injuries (TBI). Without rehabilitation activity problems persist i.e. limitations to handle personal care, the work situation, and recreational activities. The aim of this study is to test an application of Virtual Reality (VR) technology with 3D computer games as an occupational therapy assessment/treatment method in rehabilitation for patients with cognitive and physical deficits. We also wanted to investigate if playing computer games resulted in improved cognitive function. An easy-to-use semi-immersive workbench with haptic game selection menu was located at an activity centre. The training activities were 3D computer games. Every time an activity was run, data about the hand movements were collected and analyzed. Quantitative variables were time (s) to perform the test, average velocity (m/s) and, tremor or uncertainty in movements HPR). Executive functioning was examined by utilizing Trial Making Test. The intervention involved five patients. Results provide evidence to support the use of 3D computer games in cognitive rehabilitation. As an implementation tool within the occupational therapy area, this technology seems to be well adapted to the technological and economical development of society in Sweden.
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9.
  • Broeren, Jurgen, et al. (författare)
  • Information and communication technology : a person-centered approach to stroke care
  • 2012
  • Ingår i: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies. - Readings : University of Readings. - 9780704915459 ; , s. 329-335
  • Konferensbidrag (refereegranskat)abstract
    • This report describes the possibilities of information and communication technology (ICT) in stroke care, addressing a person-centered care (PCC) approach. Attention is paid to user involvement, design, videogames, and communication between health care professionals mutually as well as with patients, and how to share performance data with an electronic health record. This is the first step towards a supportive ICT system that facilitates interoperability, making healthcare information and services available to citizen’s across organizational boundaries. 
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10.
  • Broeren, Jurgen, et al. (författare)
  • Neglect assessment as an application of virtual reality.
  • 2007
  • Ingår i: Acta neurologica Scandinavica. - : Hindawi Limited. - 0001-6314 .- 1600-0404. ; 116:3, s. 157-63
  • Tidskriftsartikel (refereegranskat)abstract
    • OBJECTIVE: In this study a cancellation task in a virtual environment was applied to describe the pattern of search and the kinematics of hand movements in eight patients with right hemisphere stroke. METHODS: Four of these patients had visual neglect and four had recovered clinically from initial symptoms of neglect. The performance of the patients was compared with that of a control group consisting of eight subjects with no history of neurological deficits. RESULTS: Patients with neglect as well as patients clinically recovered from neglect showed aberrant search performance in the virtual reality (VR) task, such as mixed search pattern, repeated target pressures and deviating hand movements. The results indicate that in patients with a right hemispheric stroke, this VR application can provide an additional tool for assessment that can identify small variations otherwise not detectable with standard paper-and-pencil tests. CONCLUSION: VR technology seems to be well suited for the assessment of visually guided manual exploration in space.
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11.
  • Broeren, Jurgen, et al. (författare)
  • Rehabilitation after stroke using virtual reality, haptics (force feedback) and telemedicine
  • 2006
  • Ingår i: Stud Health Technol Inform. ; 124, s. 51-6
  • Tidskriftsartikel (refereegranskat)abstract
    • We have constructed a haptic immersive workbench to be placed in the patients' home for daily adjusted rehabilitation. We also propose a system for Internet based connection and communication between patients and between patients and a clinical rehabilitation center and clinical assessment/evaluation centers. The benefits of a system for rehabilitation after stroke, based on VR, Haptics and Telemedicine should be: increased quality of life, lesser isolation, feeling more secure, fewer tiring transportations, more frequent exercising, better compliance to training, lower cost for transportation. The long term recovery for a larger group of patients with motor impairments is presently under evaluation.
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12.
  • Broeren, Jurgen, et al. (författare)
  • Stroke rehabilitation using m-Health Care and 3D virtual environments : work in progress
  • 2010
  • Ingår i: Proceedings of the 8th International Conference on Disability, Virtual Reality and Associated Technologies. - 9780704915022 ; , s. 115-122
  • Konferensbidrag (refereegranskat)abstract
    •  We have now started testing a telehealth system for stroke rehabilitation in a rural area in Sweden (NU- Hospital Group Area). For collection of assessments and audiovisual communication, the telehealth system has bidirectional contact with the home-based units. To date, three stroke subjects’ participated; they were instructed to play 3D computer games with the hemiplegic upper extremity. The intervention led to clinical changes for all subjects. The analysis of the audiovisual communication revealed that the both stroke subjects and therapists were not yet effective in regulating their turn taking process. The data suggests the feasibility of a distance based approach using 3D virtual environments for upper extremity rehabilitation after stroke.
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13.
  • Broeren, Jurgen, et al. (författare)
  • Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study
  • 2004
  • Ingår i: Arch Phys Med Rehabil. - : Elsevier BV. ; 85:8, s. 1247-50
  • Tidskriftsartikel (refereegranskat)abstract
    • OBJECTIVE: To investigate whether training in a virtual environment with a haptic device will improve motor function in the left hemiparetic arm of a stroke subject. DESIGN: Single case, A-B-A design. SETTING: University hospital research laboratory. PARTICIPANT: A man in his late fifties (right handed), with a right-hemisphere lesion that caused a deficit in the left upper extremity. INTERVENTION: The subject trained with a 3-dimensional computer game during a 4-week period that consisted of twelve 90-minute sessions. MAIN OUTCOME MEASURES: Three tests (Purdue pegboard test, dynamometer hand-grip strength, upper-extremity test) and a subjective interview were used to evaluate motor performance. RESULTS: Improvements were found in fine manual dexterity, grip force, and motor control of the affected upper extremity. The subject reported that there was a change in his day-to-day use of the upper extremity and that he was able to use it in activities that were previously impossible for him. CONCLUSIONS: Training with virtual reality and haptics can promote motor rehabilitation.
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14.
  • Broeren, Jurgen, et al. (författare)
  • Virtual reality and haptics as an assessement device in the postacute phase after stroke.
  • 2002
  • Ingår i: Cyber Psychology and Behaviour. - : Mary Ann Liebert Inc. - 1094-9313 .- 1557-8364. ; 5:3, s. 207-211
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual reality (VR) technology is altering the health care environment and is changing the options that are available to therapists. This study describes how a haptic device was used as a cinematic assessment utility. Three chronic stroke inpatients at Sahlgrenska University Hospital with left hemisphere damage were assessed. The patients were administered by the box and block manual dexterity test. For comparisons, a reference group was added to the study. Several parameters, including time, speed, and movement of the right upper extremity, were extracted and evaluated. The results indicate that the system shows potential as an assessment device. The feasibility study setup is working well, as is the assessment method. Further research, testing, refinement of the exercises, and use of VR and haptics within neurological rehabilitation are suggested.
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16.
  • Broeren, Jurgen, et al. (författare)
  • Virtual Reality in Stroke Rehabilitation with the assistance of Haptics and Telemedicine
  • 2002
  • Ingår i: Proceedings of The 4th International Conference on Disability, Virtual Reality and Associated Technologies.
  • Konferensbidrag (refereegranskat)abstract
    • A 3D-computer game was used as a training utility to promote motor relearning on a telemedicine platform in a laboratory setting. The subject suffered from a left arm paresis. He was evaluated before and after treatment with a specific hand function task, a standardized grip force measure test and an upper extremity task. Grip force, endurance and the movement pattern of the upper extremity improved after the treatment. The telemedicine platform allows the professional to record and evaluate progress. The findings implicate that training with Virtual Reality and Haptics can promote motor rehabilitation
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17.
  • Broeren, Jurgen, et al. (författare)
  • Virtual rehabilitation after stroke.
  • 2008
  • Ingår i: Studies in health technology and informatics. - 0926-9630 .- 1879-8365. ; 136, s. 77-82
  • Tidskriftsartikel (refereegranskat)abstract
    • The purpose of this project was to investigate the effects of Virtual Reality technology and haptics for stroke rehabilitation. Twenty-nine stroke subjects, 17 women, and 12 men aged 44-85 years, participated in three different studies. All participants responded favorable to the use of the VR activity station. A change of attitude took place after the subjects were exposed to playing computer games. The general experience with the VR application approach suggests that this treatment concept is promising in stroke rehabilitation, with a wide range of applicability.
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18.
  • Broeren, Jurgen (författare)
  • Virtual Rehabilitation - Implications for Persons with Stroke
  • 2007
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Aims: The purpose of this thesis was to investigate the effects of Virtual Reality technology and haptics for stroke rehabilitation. Aims were to assess motor training in the so called chronic phase after stroke and to evaluate whether any improvement detected in the VR environment is reflected in daily life. We wanted to establish normative kinematic reference values and to test a method for assessing visuospatial neglect. Methods: One hundred and six subjects participated in four different studies. Twenty-nine had a stroke and 77 were healthy individuals. In paper I, a single-subject experimental design (AB) provided intervention effects on five hemiparetic stroke subjects. The intervention consisted of playing a three-dimensional computer game. Paper II was explorative and was intended to acquire normative data. Fifty-eight healthy subjects performed three-dimensional hand movements in a virtual environment using two types of handgrip postures, i.e. pen grip and cylinder grip. Paper III used a pre/post-test design with comparison with a control population. The rationale was to place a VR system in a non hospital environment to see whether playing three-dimensional computer games would improve upper extremity motor function. The intervention involved 11 stroke subjects who received extra computer training in addition to their current activities. The control group was comprised of 11 stroke subjects who continued their usual rehabilitation (no extra computer training) during this period. An additional group of 11 right-handed aged matched individuals served as reference subjects. Paper IV was explorative with comparisons with traditional neglect tests. Eight subjects with right hemisphere brain damage and eight healthy controls were included. Four stroke subjects had visuospatial neglect and four had recovered clinically from initial symptoms of visuospatial neglect. The performance of the stroke subjects was compared with that of a reference group consisting of eight subjects with no history of neurological deficits. Results: All studies demonstrate that this VR application can provide a quantitative analysis of hand movements. In paper I, improvements in time (extension), velocity and hand trajectory (hand path ratio) for all subjects was noted. One subject improved in occupational performance, i.e. improvement reflected in activities of daily living. In paper II, we established normative kinematic values. The test-retest for the two different handgrips between two test occasions showed a high reliability for the healthy subject for the kinematic variables. There was a training effect between the first test occasion and the third test occasion. Paper III is consistent with Paper I, but the results have extended these findings, showing that virtual rehabilitation can be beneficial not only to younger participants but also to elderly people in terms of enhancing their motor performance. In Paper IV we showed that the visuospatial neglect test gave additional information compared to traditional tests. Both the subjects with neglect and the subjects clinically recovered from neglect showed aberrant search performance in the cancellation task in the virtual environment, such as mixed search pattern, repeated target pressures and deviating hand movements. Conclusion: The VR upper extremity tests take less than a minute to complete and produce objective kinematic data. The general experience using the VR application approach suggests that this intervention concept is promising in stroke rehabilitation, with a wide range of applicability.
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20.
  • Broeren, Jurgen, et al. (författare)
  • Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games.
  • 2008
  • Ingår i: Cerebrovascular diseases (Basel, Switzerland). - : S. Karger AG. - 1421-9786 .- 1015-9770. ; 26:3, s. 289-96
  • Tidskriftsartikel (refereegranskat)abstract
    • BACKGROUND: The main purpose of this study was to place a virtual reality (VR) system, designed to assess and to promote motor performance in the affected upper extremity in subjects after stroke, in a nonhospital environment. We also wanted to investigate if playing computer games resulted in improved motor function in persons with prior stroke. METHODS: The intervention involved 11 patients after stroke who received extra rehabilitation by training on a computer 3 times a week during a 4-week period. The control group involved 11 patients after stroke who continued their previous rehabilitation (no extra computer training) during this period. The mean age of all was 68 years (range = 47-85) and the average time after stroke 66 months (range = 15-140). The VR training consisted of challenging games, which provided a range of difficulty levels that allow practice to be fun and motivating. An additional group of 11 right-handed aged matched individuals without history of neurological or psychiatric illnesses served as reference subjects. RESULTS: All the participants reported that they were novel computer game players. After an initial introduction they learned to use the VR system quickly. The treatment group demonstrated improvements in motor outcome for the trained upper extremity, but this was not detected in real-life activities. CONCLUSIONS: The results of this research suggest the usefulness of computer games in training motor performance. VR can be used beneficially not only by younger participants but also by older persons to enhance their motor performance after stroke.
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22.
  • Danielsson, Anna, 1957, et al. (författare)
  • Walking training with virtual reality after stroke: a pilot study
  • 2014
  • Ingår i: World Congress of Neuro Rehabilitation Istanbul, Turkiet 8-12 april 2014.
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Background: A prototype for walking training on a treadmill with feedback using virtual reality has been developed at Rehabilitation medicine. It consists of movement sensors and special software directing an application with movie and sound, imaging a walking environment. The aim was to explore the feasibility and possible physical effects of walking training with the system after stroke. Method: Volunteering were one woman and five men with stroke 2-73 months previously. Training was offered 1-2 times/week during 4 weeks. The participants were free to choose treadmill speed, use of handrail and duration of each session. Walking speed, distance and perceived exertion were registered at each session. Balance and walking ability were evaluated prior to and after the training period. Results: Training lasted 2-4 weeks with 5-8 sessions/person. Walking time was 10-23 minutes/session. Walking speeds were 0.4-0.8 m/s and distances 800-2100 m/session. Exertion was perceived as easy or somewhat hard. Training was safe, no falls occurred during 41 sessions in total. All participants felt motivated and some described a “whole experience”. Three reported transient dizziness and other felt coordination problems and tiredness in the supporting hand. A higher technical quality was desired as well as possibility to get a variation in walking environment. The outcome measures showed that balance was slightly improved in four cases and walking speed in one, but no consistent change pattern was seen. Conclusions: This pilot study showed that a system with visual and audio feedback on a treadmill is safe and can be motivating for walking training. Perceptual problems have to be considered and may need further investigation especially in persons with neurological impairments. Technical quality and a possibility to offer various virtual environments are areas for further development. The duration of this study was too short for changes in physical outcomes to be expected.
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23.
  • Pareto, Lena, 1962-, et al. (författare)
  • Telehealth using 3D virtual environments in stroke rehabilitation : work in progress
  • 2010
  • Ingår i: Proceedings of the 8th International Conference on Disability, Virtual Reality and AssociatedTechnologies. Viña del Mar/Valparaíso, Chile, 31 Aug. – 2 Sept.2010.. - 9780704915022 ; , s. 115-122
  • Konferensbidrag (refereegranskat)abstract
    • We have now started testing a telehealth system for stroke rehabilitation in a rural area in Sweden (NU- Hospital Group Area). For collection of assessments and audiovisual communication, the telehealth system has bidirectional contact with the home-based units. To date, three stroke subjects’ participated; they were instructed to play 3D computer games with the hemiplegic upper extremity. The intervention led to clinical changes for all subjects. The analysis of the audiovisual communication revealed that the both stroke subjects and therapists were not yet effective in regulating their turn taking process. The data suggests the feasibility of a distance based approach using 3D virtual environments for upper extremity rehabilitation after stroke.
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24.
  • Pareto, Lena, 1962-, et al. (författare)
  • Telehealth with 3D games for stroke rehabilitation
  • 2011
  • Ingår i: International Journal on Disability and Human Development. - : De Gruyter. - 1565-012X. ; 10:4, s. 373-377
  • Tidskriftsartikel (refereegranskat)abstract
    • This study explores the feasibility of a novel telehealth system for stroke rehabilitation in a rural area in Sweden. It addresses two major problems of home-based rehabilitation: training motivation and frequent meetings. Three stroke subjects were equipped with 3D computer games workbenches, and were instructed to play with the hemiplegic upper extremity. On-line coaching meetings were performed using bi­directional audiovisual communication. The intervention led to clinical changes for all subjects. On-line coaching is promising, but not yet as effective as desired. However, a distance based approach using 3D games for upper extremity rehabilitation after stroke is feasible.
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25.
  • Pareto, Lena, et al. (författare)
  • Usability Evaluation of a Game-Based Virtual Reality Station for Cognitive and Motor Training in General Occupational Therapy.
  • 2008
  • Ingår i: Medical Informatics Europe 2008 - eHealth beyond the horizon – get IT there.
  • Konferensbidrag (refereegranskat)abstract
    • Training with haptic devices has been suggested to enhance stroke rehabilitation using Virtual Reality (Broeren at al, 2006; Broeren, 2007). A usability study of such game-based activity station (curictus.com) was performed in a general rehabilitation centre. The aim was to explore 1) usability issues in a non-stroke-specialist organisation, and 2) usefulness for training other groups than stroke patients. Being a utility game device (Pareto, 2007), both perspectives of game experience and utility effect was considered in the evaluation (Raybourn, 2005; Wattenberg 2004). The study proceeded for 6 months and involved 3 occupational therapists and 16 patients. An individual training plan was developed. During the training period, hand movements, the choice of games, performance and experience was recorded. The occupational therapists’ experiences and judgement were collected at a mid-study interview and at the end of the study. Preliminary results indicate that the activity station is useful for other patient groups, in particular for patients with limited upper limb mobility. For cognitive training, the device works well for several subjects, but the task of 3D-interaction is too complex for some. The motivational effects vary, but positive patients got highly involved in the play resulting in intense training.
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26.
  • Pareto, Lena, 1962-, et al. (författare)
  • Virtual reality, haptics and post-stroke rehabilitation in practical therapy
  • 2008
  • Ingår i: Proceedings of 7th International Conference on Disability, Virtual Reality and Associated Technologies. - : University of Reading. - 0704915006 ; , s. 245-252
  • Konferensbidrag (refereegranskat)abstract
    • We address the question of usefulness of virtual reality based rehabilitation equipment in practical therapy, by letting experienced therapists explore one such equipment during six months in their regular practice under natural circumstances. By protocols, questionnaires and focus group interviews we collect data regarding which activities they considered useful, why these are useful and what might improve usefulness of such activities, based on the therapists’ professional judgement and experiences. This resulted in a set of purposeful activities, identified values for therapeutic work, and design guidelines. The conclusion is that such equipment has benefits beyond real life training, that variation in content and difficulty levels is a key quality for wide suitability and that the combination of challenging cognitive activities which encourage motor training was considered particularly useful.
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27.
  • Pareto, Lena, 1962-, et al. (författare)
  • Virtual TeleRehab : A case study
  • 2011
  • Ingår i: Studies in Health Technology and Informatics. - 0926-9630 .- 1879-8365. - 9781607508052 ; 169, s. 676-80
  • Tidskriftsartikel (refereegranskat)abstract
    • We examined the efficacy of a remotely based occupational therapy intervention. A 40-year-old woman who suffered a stroke participated in a telerehabilitation program. The intervention method is based on virtual reality gaming to enhance the training experience and to facilitate the relearning processes. The results indicate that Virtual TeleRehab is an effective method for motivational, economical, and practical reasons by combining game-based rehabilitation in the home with weekly distance meetings. © 2011 European Federation for Medical Informatics. All rights reserved.
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28.
  • Rydmark, Martin, 1950, et al. (författare)
  • Stroke rehabilitation at home using virtual reality, haptics and telemedicine.
  • 2002
  • Ingår i: Studies in health technology and informatics. - 0926-9630. ; 85, s. 434-7
  • Tidskriftsartikel (refereegranskat)abstract
    • The objective of this pilot study is to identify the level of difficulty in which subjects with left hemisphere damage in the acute phase after stroke can start practicing in a virtual environment. Second, to test an application of Virtual Reality technology to existing occupational treatment methods in stroke rehabilitation and develop a platform for home rehabilitation controlled telemedically. The findings indicate that the system shows potential as an assessment and training device. The feasibility study setup is working well likewise the assessment method. Developing and increasing the complexity of the tasks must be based on the patient individual neurology, and that the cinematic motion patterns of the patient's are the basis for exercise design.
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29.
  • Sabel, Magnus, 1966, et al. (författare)
  • Active video gaming improves body coordination in survivors of childhood brain tumours.
  • 2016
  • Ingår i: Disability and rehabilitation. - : Informa UK Limited. - 1464-5165 .- 0963-8288. ; 38:21, s. 2073-2084
  • Tidskriftsartikel (refereegranskat)abstract
    • Purpose We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved. Methods Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period. Results All patients completed the study. AVG sessions (mean duration 47minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p=0.021) over the intervention period. Conclusions In this group of childhood brain tumour survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination.
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30.
  • Sabel, Magnus, 1966, et al. (författare)
  • Effects of physically active video gaming on cognition and activities of daily living in childhood brain tumor survivors: a randomized pilot study
  • 2017
  • Ingår i: Neuro Oncology Practice. - : Oxford University Press (OUP). - 2054-2577 .- 2054-2585. ; 4:2, s. 98-110
  • Tidskriftsartikel (refereegranskat)abstract
    • Background. Physical activity can enhance cognitive functions in both animals and humans. We hypothesized that physically active video gaming could: i) improve cognitive functions and ii) improve the execution of activities of daily living among survivors of childhood brain tumors.Methods. Children 7 to 17 years old who completed treatment, including radiotherapy, for a brain tumor 1 to 5 years earlier were randomized to either intervention or waiting list. After 10 to 12 weeks the groups crossed over. The intervention consisted of active video gaming, using a motion-controlled video console (Nintendo Wii), for a minimum of 30 minutes a day, 5 days a week and weekly Internet-based coaching sessions. Evaluations before and after each period included tests of the execution of activities of daily living, using the Assessment of Motor and Process Skills (AMPS) and cognitive tests. Test scores before and after the intervention were compared. A parallel group comparison was performed as a sensitivity analysis.Results. All 13 children enrolled completed the program. Compared to baseline, the motor (P= .012) and process (P=.002) parts of AMPS improved significantly after active video gaming. In the parallel group analysis the improvement in the process part of AMPS remained statistically significant (P= .029), but not the change in AMPS motor score (P= .059). No significant change was found in cognitive tests although there were trends for improvement in sustained attention (P = .090) and selective attention (P = .078).Conclusion. In this pilot study, active video gaming used as a home-based intervention for childhood brain tumor survivors improved motor and process skills in activities of daily living.
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