hand eye coordination
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2022 ◽  
Vol 38 (3) ◽  
Author(s):  
Senthil Kumar Balu ◽  
Subbaiah Siva ◽  
Arunachalam Ramachandran

Objectives: The objective of the study was to identify the effect of Maitland mobilization with hand-eye coordination and hand function exercises in the prognosis of adhesive capsulitis. Methods: This non-randomized control trial was done with 40 patients with adhesive capsulitis referred to the OPD at UCA College of Physiotherapy, Chennai. The study was performed for 8 months duration from August 2018 to March 2019. After providing a sufficient explanation of the procedure, the patients were divided into Group-A and Group-B. Group-A were allocated to Maitland group (n=20) (MG) and Group-B, were assigned to the Maitland, Hand-eye coordination and Hand Function exercises group (n=20) (MHG), respectively. We measured Quality of life using SF36 to know whether these patients had poor QOL compared to normative. Each patient underwent testing before the experiment to evaluate the range of motion of the shoulder (Abduction and External rotation) measured using a 180º goniometer, Functional Disability assessed using SPADI index. Statistical analysis was applied using SPSS version 20.0. Before the study, data normality was tested. A parametric test was used to compare pre-and post-intervention data in each Group-And also compare the MG vs. MHG. An α < 0.05 is the level of significance in all analyses. Results: A total of 40 subjects accounted for the study results. Their quality of life was significantly lower from the normative values. Both groups were homogenous at baseline with no significant difference between the ROM and SPADI scores. Both groups showed a significant improvement in ER, abduction ROM and SPADI scores, however the between group posttest analysis revealed that the Group-B subjects progressed significantly better. Conclusions: The study concluded that the Maitland mobilization and hand-eye coordination and hand function exercises are an effective tool in improving shoulder abduction, external rotation and shoulder functions. doi: https://doi.org/10.12669/pjms.38.3.5153 How to cite this:Senthil Kumar B, Subbaiah S, Ramachandran A. Need for including Hand Eye Coordination and Hand Function Training in the Management of Adhesive Capsulitis – A non-randomized control trial. Pak J Med Sci. 2022;38(3):---------.  doi: https://doi.org/10.12669/pjms.38.3.5153 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.


Symmetry ◽  
2022 ◽  
Vol 14 (1) ◽  
pp. 152
Author(s):  
Tao Ning ◽  
Changcheng Wang ◽  
Yumeng Han

Within the context of large-scale symmetry, a study on deep vision servo hand-eye coordination planning for sorting robots was conducted according to the problems of low recognition-sorting accuracy and efficiency in existing sorting robots. In order to maintain the symmetry of the picking robot, a small telescopic sorting robot with RealSense depth vision servo embedded in the manipulator was developed. The workspace and posture of picking parcels were analyzed, and the coordinate transformation model of hand-eye coordination was established for the “Eye-in-hand” mode. The hand-eye coordinated sorting test shows that the average positioning accuracy of the end in the X, Y and Z directions is 3.49 mm, 2.76 mm and 3.32 mm respectively, and the average time is 19.19 s. Among them, the average time for the mechanical arm to pick up the package from the initial position is 12.02 s, the average time for intermediate identification and calculation is 3.79 s, and the average time for placing the package is 6.9 s. The time consumed by robot arm’s action accounts for 79.8% of the whole cycle. The robot structure and the hand-eye coordination strategy with RealSense depth vision servo embedded in the robot can meet picking operation requirements, and the design of a picking robot proposed in this paper can greatly improve the coordination symmetry of fruit target recognition, detection, and picking.


2021 ◽  
Vol 15 (2) ◽  
pp. 110-121
Author(s):  
Dan Alexandru SZABO ◽  
◽  
Andreea Roxana UJICĂ ◽  
Ovidiu URSU ◽  
◽  
...  

The present study aimed to debate a topic less addressed by most people, which involved research on a group of 20 students from rural areas, aged 10–14 years, which consists of performing two tests, namely the Ruler drop test and the Hand-eye coordination test, which aims at the reaction speed of the dominant and non-dominant hand and also the hand-eye coordination capacity of the subjects. The paper aimed to identify whether somatic factors and age influence the results of the group. In order to perform the two tests, it was necessary, for the beginning, information related to the study group, information on weight, age, height, dominant hand, respectively dominant eye. These represented the point of interest of the research, being reported individually to the test results, thus constituting the study basis of statistics. After obtaining the results, we concluded that a significant significance is encountered when comparing the dominant hand with the non-dominant one, obtaining a positive value for the dominant hand. At the same time, we interpreted after the research that females tend to have a much faster reaction speed, more significant than the males when it comes to using the non-dominant hand. The hypothesis was confirmed, with differences in somatic factors’ influence, but the others do not show significant values except those stated above. In addition to the practical part, the research involves an interesting theoretical foundation being reached aspects related to proprioception, coordination, speed, ways of using tests, and the opinion of other researchers who have conducted similar studies.


2021 ◽  
Vol 54 (6) ◽  
pp. 473-486
Author(s):  
Olga P. Zhigalova ◽  
◽  
Tatiana A. Gavrilova ◽  
Victoria A. Baranova ◽  
Tatiana V. Fisun ◽  
...  

Introduction. The introduction of virtual technologies into the vocational training system makes it urgent to solve the task of adjusting communication in a situation where the student is in a virtual reality environment, while the teacher is in the real world. The research purpose is to study the role of two types of educational communication (reactive and active ones) with a student solving an educational task in a virtual reality environment, taking into account the gaming experience and the dominant type of student's perception. Materials and methods. During the laboratory experiment with the use of virtual reality headsets, the skill of hand-eye coordination was worked out on a sample of undergraduate teacher-training students (N=36). The author's questionnaire was used to assess the gaming experience, the dominant type of student's perception was assessed using the VARK Questionnaire (Version 7.8) by N. Fleming and S. Mills. The reliability of the data obtained was assessed using the chi-square test and the Student's t-test. Research results. There are no statistically significant differences between the groups of reactive and active communication in all indicators, with the exception of the experience of getting acquainted with virtual reality. The number of questions regarding the methods and sequence of performing game actions in the reactive group was the greatest (2.28), the same indicator in the group with active communication was insignificant (0.40). In the group with reactive communication, the subjects asked twice as many questions as in the group with active communication (4.78 and 2.44, respectively). Conclusions. The results confirm the hypothesis that the reactive and active modes of educational communication play different roles in the interaction between the teacher and the student. The dominant type of student's perception does not affect the process of organizing educational communication in a virtual reality environment. It is useful to take into account the results obtained at the stage of support of students' educational activities in a virtual reality environment in the context of providing active and reactive assistance by the teacher.


2021 ◽  
Vol 9 (1) ◽  
pp. 1-9
Author(s):  
Andrew Hatchett ◽  
Alexis Dicks ◽  
Miranda Proctor ◽  
Amanda Trujillo

Competitive baton twirling is a sport that combines elements of gymnastics, dance and ballet while necessitating cardiovascular endurance, muscular endurance and power, hand-eye coordination, spatial awareness, kinesthetic awareness, timing and choreography. Approximately one million baton twirlers participating in the sport in the United States. Despite considerable participation in competitive baton twirling, little is known about the characteristics of the athletes. This work documents demographic and behavioral characteristics of competitive baton twirlers. Questionnaires were completed by 169 female twirlers from across the Unites States and Canada. Respondents reported a mean (± SD) age of 18.07 yrs. (±6.08) and height of 63.89 in (±6.24), weight 133.56 lbs. (±32.49), BMI (22.92), GPA 3.73 (±0.31), years of competing 8.02 yrs. (±1.81). All (100%) qualified respondents reported experiencing injury due to competing in or training for baton. The extent of the injuries reported varied greatly. A diversity of training, recovery, hydration, and nutrition habits were also reported. These findings indicate that the competitive baton twirlers that participated in this research are adolescent females, diverse in physical profile, of normal BMI, high academic achievers, dedicated athletes, consistently overcome injuries and train by diverse means. Future research may consider the long-term physical effects and an association with mental health competitive baton twirling has on the athletes.


Author(s):  
R. B. Chithra Devi ◽  
M. Janani ◽  
B. Sruthi ◽  
V. Lalitha ◽  
A. Hamidhunniza ◽  
...  

The Objective of the Study: The aim of this study is to see the effect of combined protocol on aquatic and play therapy for children with ADHD based on inattention, hyperactivity, impulsivity, and anxiety. Background: Attention Deficit Hyperactivity Disorder (ADHD) is a severe threat to public health that affects a huge number of children and typically continues into adulthood. It is characterized by persistent lack of attention, hyperactivity, and impulsivity that impairs growth and performance. Children with ADHD are usually treated with a combination of pharmacological and non - pharmacological treatments, including academic, psycho-social, and behavioral aid, as well as aquatic therapy and play therapy. Aquatic therapy and play therapy, on the other hand, are ways in which the kid is provided the chance to undergo growth in the most optimum conditions. The goal of this study is to see how effective aquatic therapy and play therapy are in raising the standard of living of children aged 7 to 10 who have attention deficit hyperactivity disorder. Methods: The design of the present study is quasi-experimental. Tools used for the study: Data were collected through Conner’s parent’s rating scale, pediatric balance scale, and hand-eye coordination scale as pre and post-test and the treatment group received aquatic therapy and play therapy for eight sessions. Results: Conner's parent rating scale, pediatric balance scale, and hand-eye coordination test were used to compare before and after results. Conner's parent rating scale had a difference between the means of 21, a standard deviation of 4.79, and a paired-t-test value of 23.98. The pediatric balance scale's mean difference was 19, the standard deviation was 3.82, and the paired-t significance level was 27.20. The average difference in the hand-eye coordination test was 11, with a standard deviation of 1.67 and a paired-t-test score of 36.02. Conclusion: According to the findings, using aquatic therapy and play therapy to help children with ADHD pay close attention, reduce hyperactivity, and manage impulsive behavior was beneficial. Play therapy and aquatic therapy are also good ways to have some exercise. This increased energy utilization causes them to be less impulsive and hyperactive over the rest of the day.


2021 ◽  
Author(s):  
◽  
Jeanette Drury-Ruddlesden

<p>Psychosocial interventions have been found to have similar outcomes as pharmacological interventions for people with dementia (PWD). Cognitive stimulation has been found to benefit cognition and there is evidence of self-reported quality of life (QOL) and wellbeing improvement in this population. However, little research has been carried out in exploring the association between QOL and computer-assisted exergaming in PWD. This study explored if a programme of computer-assisted exergaming interventions, utilising exergaming technology (Able-X), as an adjunct to existing activities and treatments, could deliver improvements in QOL, including cognitive and physical function for 10 people diagnosed with dementia.  An ontological approach of social pragmatism, combined with interpretive epistemology, within a collective convergent parallel case study (CS) methodological design was used. The study was carried out in three aged care residential units in New Zealand (NZ) that catered for people with dementia. As far as possible the principle of errorless learning (EL) (Terrace, 1963) was applied to the gaming environment when utilising the Able-X gaming interface, which was not entirely errorless. EL is based on the principle that it is difficult for people with impaired memory to remember and correct errors made while trying to learn or relearn something.  Pre-and post-gaming qualitative data were collected through semi-structured interviews with lead care staff and the next of kin for each participant, health record review, observation of video footage of the gaming experiences and computer-generated exergaming scores. In addition, several quantitative measures were used: Mini-Mental State Examination-2-BV, Global Deterioration Scale, Functional Assessment Staging Test, Quality of Life–AD, Cornell Scale for Depression in Dementia and the Rating Scale for Anxiety in Dementia. Data were generated over a 10-month period (excluding postscript comments). Data triangulation included application of the theoretical framework of ‘embodied selfhood’ (Kontos, 2003, 2004) to demonstrate participants’ agency through intentionality of individualistic bodily movements, gestures and a sentient affinity with the social environment, and through habitus of the social relational body that implicitly understands the socio-cultural ways of being-in-the-world.  The analysis revealed five emergent themes and six novel concepts that lend themselves to further inquiry. The first three themes: ‘Sentient interaction with the social gaming environment’, ‘Initiation and gaming advancement in partnership’, and ‘Levels of gaming intentionality’, focused on the gaming environment, including gaming initiation, engagement and progress. The other two themes: ‘Hand-eye coordination’ and ‘Aspects of QOL’, evidenced the similarities and differences across each case in terms of the main findings.  The key findings were significant improvements in hand-eye coordination, global QOL, and anxiety levels. Furthermore, cognitive scores improved for five participants and depression scores for seven participants, however, these improvements were not significant. In addition, there was qualitative evidence of enhanced motivation to re-engage in psychosocial social activities for all participants, improved behavioural symptoms of dementia for nine participants, enhanced communication for nine participants and enhanced functioning of skills relating to activities of daily living tasks for seven participants.  This study demonstrated that improved hand-eye coordination and overall QOL were the results of computer-assisted exergaming with Able-X and EL strategies. Irrespective of the stage of dementia, significant benefits can be achieved through either solo or small group facilitated exergaming sessions.</p>


2021 ◽  
Author(s):  
◽  
Jeanette Drury-Ruddlesden

<p>Psychosocial interventions have been found to have similar outcomes as pharmacological interventions for people with dementia (PWD). Cognitive stimulation has been found to benefit cognition and there is evidence of self-reported quality of life (QOL) and wellbeing improvement in this population. However, little research has been carried out in exploring the association between QOL and computer-assisted exergaming in PWD. This study explored if a programme of computer-assisted exergaming interventions, utilising exergaming technology (Able-X), as an adjunct to existing activities and treatments, could deliver improvements in QOL, including cognitive and physical function for 10 people diagnosed with dementia.  An ontological approach of social pragmatism, combined with interpretive epistemology, within a collective convergent parallel case study (CS) methodological design was used. The study was carried out in three aged care residential units in New Zealand (NZ) that catered for people with dementia. As far as possible the principle of errorless learning (EL) (Terrace, 1963) was applied to the gaming environment when utilising the Able-X gaming interface, which was not entirely errorless. EL is based on the principle that it is difficult for people with impaired memory to remember and correct errors made while trying to learn or relearn something.  Pre-and post-gaming qualitative data were collected through semi-structured interviews with lead care staff and the next of kin for each participant, health record review, observation of video footage of the gaming experiences and computer-generated exergaming scores. In addition, several quantitative measures were used: Mini-Mental State Examination-2-BV, Global Deterioration Scale, Functional Assessment Staging Test, Quality of Life–AD, Cornell Scale for Depression in Dementia and the Rating Scale for Anxiety in Dementia. Data were generated over a 10-month period (excluding postscript comments). Data triangulation included application of the theoretical framework of ‘embodied selfhood’ (Kontos, 2003, 2004) to demonstrate participants’ agency through intentionality of individualistic bodily movements, gestures and a sentient affinity with the social environment, and through habitus of the social relational body that implicitly understands the socio-cultural ways of being-in-the-world.  The analysis revealed five emergent themes and six novel concepts that lend themselves to further inquiry. The first three themes: ‘Sentient interaction with the social gaming environment’, ‘Initiation and gaming advancement in partnership’, and ‘Levels of gaming intentionality’, focused on the gaming environment, including gaming initiation, engagement and progress. The other two themes: ‘Hand-eye coordination’ and ‘Aspects of QOL’, evidenced the similarities and differences across each case in terms of the main findings.  The key findings were significant improvements in hand-eye coordination, global QOL, and anxiety levels. Furthermore, cognitive scores improved for five participants and depression scores for seven participants, however, these improvements were not significant. In addition, there was qualitative evidence of enhanced motivation to re-engage in psychosocial social activities for all participants, improved behavioural symptoms of dementia for nine participants, enhanced communication for nine participants and enhanced functioning of skills relating to activities of daily living tasks for seven participants.  This study demonstrated that improved hand-eye coordination and overall QOL were the results of computer-assisted exergaming with Able-X and EL strategies. Irrespective of the stage of dementia, significant benefits can be achieved through either solo or small group facilitated exergaming sessions.</p>


2021 ◽  
Vol 23 (3) ◽  
pp. 221
Author(s):  
P.R. Gard

The World Health Organisation estimates that alcohol abuse by adults accounts for about 5% of global disease burden. Additionally, prenatal alcohol exposure (PAE) causes ‘fetal alcohol spectrum disorder’ (FASD). Depending on severity, FASD is characterised by low birth weight, small head size at birth and growth retardation. There are also facial features of narrow eyes, flat upper lip and midface and impaired fine motor skills, hearing loss, poor hand-eye coordination and cognitive impairment. World-wide, up to 10% of children may be affected by PAE. It is unclear what dose or pattern of drinking results in these damaging effects, but animal models suggest that high, acute doses of ethanol (‘binge drinking’) in early pregnancy can result in the facial changes of FASD, whilst sustained, lower dose intake in later pregnancy produces anxiety and depression-like symptoms and deficits of learning and memory. The mechanisms underlying the deleterious effects of PAE are also unresolved, but evidence exists of long-lasting damage due to oxidative stress, increases in inflammatory mediators and changes to the brain renin-angiotensin system. There is also evidence of epigenetic changes. There is a need to prevent or limit the potential adverse effects of ethanol on the unborn child. It is highly unlikely, however, that all sexually-active women of child-bearing age not using reliable contraception will abstain from alcohol. There is therefore a need to research methods of reducing ethanol toxicity for the unborn child and / or develop therapeutic strategies to reverse the deleterious effects of ethanol on the unborn child.


Author(s):  
Ching-Hung Lee ◽  
Yu-Chi Lee

This study aimed to investigate the effects of finger grip and wrist position on Chinese calligraphy handwriting (CCH). Thirty participants were recruited in the study and asked to manipulate the Chinese brush using two finger grip methods (three-finger grip and five-finger grip) and two wrist positions (suspended wrist and raised wrist). Three experimental writing tasks were applied to investigate writing stability, agility, and hand–eye coordination, and to evaluate the completion time (s), area of error (cm2), and error times. Subjective responses (arm aching level, ease of grip, exertion level, and comfort) regarding the four combinations of Chinese brush manipulation were measured. The results indicated significantly better performance with the three-finger grip for the stability and agility tests, and with the five-finger grip for the hand–eye coordination task. Using the suspended wrist position for CCH allowed better agility and hand–eye coordination than the raised wrist position. In consideration of the results of the four operational combinations, the three-finger grip with a suspended wrist position demonstrated the best performance in both objective and subjective measurements. It is recommended for application in the early learning stage. These findings can be considered when teaching Chinese brushes for beginners of CCH in schools.


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