stroke rehabilitation
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2022 ◽  
Vol 2 (1) ◽  
pp. 24-28
Author(s):  
哲朗 石田 ◽  
Murayama Tomonori

An 88-year-old right-handed man was admitted to our hospital for cognitive impairment and right-sided paralysis. His head non-contrast computed tomography (CT) showed large low-density areas (LDA) and fibrous structures in the left occipital and temporal lobe regions. Despite the fact that it had been more than 10 years since his stroke, rehabilitation was effective. This is a rare case in which cerebellar culmen -substantia nigra tract assisted rehabilitation after stroke.


2022 ◽  
pp. 174749302110624
Author(s):  
Coralie English ◽  
Maria Gabriella Ceravolo ◽  
Simone Dorsch ◽  
Avril Drummond ◽  
Dorcas BC Gandhi ◽  
...  

Aims: The aim of this rapid review and opinion paper is to present the state of the current evidence and present future directions for telehealth research and clinical service delivery for stroke rehabilitation. Methods: We conducted a rapid review of published trials in the field. We searched Medline using key terms related to stroke rehabilitation and telehealth or virtual care. We also searched clinical trial registers to identify key ongoing trials. Results: The evidence for telehealth to deliver stroke rehabilitation interventions is not strong and is predominantly based on small trials prone to Type 2 error. To move the field forward, we need to progress to trials of implementation that include measures of adoption and reach, as well as effectiveness. We also need to understand which outcome measures can be reliably measured remotely, and/or develop new ones. We present tools to assist with the deployment of telehealth for rehabilitation after stroke. Conclusion: The current, and likely long-term, pandemic means that we cannot wait for stronger evidence before implementing telehealth. As a research and clinical community, we owe it to people living with stroke internationally to investigate the best possible telehealth solutions for providing the highest quality rehabilitation.


2022 ◽  
Vol 71 ◽  
pp. 103197
Author(s):  
Issam Boukhennoufa ◽  
Xiaojun Zhai ◽  
Victor Utti ◽  
Jo Jackson ◽  
Klaus D. McDonald-Maier

2022 ◽  
pp. 235-261
Author(s):  
Robert Herne ◽  
Mohd Fairuz Shiratuddin ◽  
Shri Rai ◽  
David Blacker

Stroke is a debilitating condition that impairs one's ability to live independently while also greatly decreasing one's quality of life. For these reasons, stroke rehabilitation is important. Engagement is a crucial part of rehabilitation, increasing a stroke survivor's recovery rate and the positive outcomes of their rehabilitation. For this reason, virtual reality (VR) has been widely used to gamify stroke rehabilitation to support engagement. Given that VR and the serious games that form its basis may not necessarily be engaging in themselves, ensuring that their design is engaging is important. This chapter discusses 39 principles that may be useful for engaging stroke survivors with VR-based rehabilitation post-stroke. This chapter then discusses a subset of the game design principles that are likely to engage stroke survivors with VR designed for upper limb rehabilitation post-stroke.


2022 ◽  
pp. 304-321
Author(s):  
Alex Martino Cinnera ◽  
Giovanni Morone

This chapter discussed the potential usefulness of robot-assisted therapy for motor recovery after a stroke. An overview of the available literature was performed providing up-to-date information about the use of robot-assistive technology in rehabilitation practice. The chapter discussed the rationale for the use and the different machines in terms of basic engineering principles and the related rehabilitation possibilities. Finally, clinical and rehabilitative implications of the findings were critically discussed.


2022 ◽  
pp. 187-199
Author(s):  
António José Pereira Silva Marques ◽  
Helena Maria Martins Caldas ◽  
Mariana Castro Barbosa ◽  
Luís Miguel Brazão Soares ◽  
Maria Inês Dias Ribeiro ◽  
...  

Stroke rehabilitation aims to improve patients' abilities to realize daily life activities and, consequently, regain their self-confidence and improve independence and quality of life. Gamification can be defined as the application of game-design elements, dynamics, and principles such as competition, narratives, point-scoring, and awards in non-game contexts, including rehabilitation. It has emerged as a therapeutic alternative or complement to traditional rehabilitation to make motor practice more intense and increase a person's motivation, interest, and satisfaction by bringing meaningful and intrinsically motivational playful experiences. Compared to the same amount of conventional therapy, gamification can increase the number of movements and involve safe and intensive rehabilitation exercises, essential for a successful rehabilitation process.


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