Overground versus self-paced treadmill walking in a virtual environment in children with cerebral palsy

2014 ◽  
Vol 40 (4) ◽  
pp. 587-593 ◽  
Author(s):  
Marjolein M. van der Krogt ◽  
Lizeth H. Sloot ◽  
Jaap Harlaar
2016 ◽  
Vol 2016 ◽  
pp. 1-10 ◽  
Author(s):  
Juliana M. de Oliveira ◽  
Rafael Carneiro G. Fernandes ◽  
Cristtiano S. Pinto ◽  
Plácido R. Pinheiro ◽  
Sidarta Ribeiro ◽  
...  

Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients to quit treatment. In this paper, we describe a virtual environment for patients to engage in a playful therapeutic game for neuropsychomotor rehabilitation, based on the experience of the occupational therapy program of the Nucleus for Integrated Medical Assistance (NAMI) at the University of Fortaleza, Brazil. Integration between patient and virtual environment occurs through the hand motion sensor “Leap Motion,” plus the electroencephalographic sensor “MindWave,” responsible for measuring attention levels during task execution. To evaluate the virtual environment, eight clinical experts on cerebral palsy were subjected to a questionnaire regarding the potential of the experimental virtual environment to promote cognitive and motor rehabilitation, as well as the potential of the treatment to enhance risks and/or negatively influence the patient’s development. Based on the very positive appraisal of the experts, we propose that the experimental virtual environment is a promising alternative tool for the rehabilitation of children with cerebral palsy.


2004 ◽  
Vol 36 (10) ◽  
pp. 1674-1681 ◽  
Author(s):  
DÉSIRÉE MALTAIS ◽  
BOGUSLAW WILK ◽  
VISWANATH UNNITHAN ◽  
ODED BAR-OR

2020 ◽  
Vol 29 ◽  
pp. 108-117
Author(s):  
Klaske van Kammen ◽  
Heleen A. Reinders-Messelink ◽  
Anne L. Elsinghorst ◽  
Carlijn F. Wesselink ◽  
Berna Meeuwisse-de Vries ◽  
...  

2005 ◽  
Vol 72 (1) ◽  
pp. 21-29 ◽  
Author(s):  
Kristan Harris ◽  
Denise Reid

Purpose. This study explored the degree of motivation children exhibit during virtual reality (VR) play sessions. Method. Sixteen children with cerebral palsy aged 8 to 12 years participated. They were observed during a variety of VR environments that were video recorded. The Pediatric Volitional Questionnaire (PVQ) was used to measure children's motivation. The PVQ provides insights into children's inner motives as well as how the virtual environment enhances or attenuates children's motives. Nine VR environments were randomly selected to score with the PVQ. Results. Data were analyzed and descriptive statistics were calculated for modes and medians of total volition scores for each VR environment. Different environments produced varying levels of volitional behaviour. The features of environments that produced higher levels of volition included challenge, variability and competition. Practice Implications. The overall volitional scores of children with cerebral palsy in the current study indicate that VR play is a motivating activity and thus has potential as a successful intervention tool.


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