The Experts below are selected from a list of 34527 Experts worldwide ranked by ideXlab platform
Seong Ho Jang - One of the best experts on this subject based on the ideXlab platform.
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a task specific Interactive Game based virtual reality rehabilitation system for patients with stroke a usability test and two clinical experiments
Journal of Neuroengineering and Rehabilitation, 2014Co-Authors: Joonho Shin, Hokyoung Ryu, Seong Ho JangAbstract:Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific Interactive Game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy. A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded. The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported. The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.
Andreas Roepstorff - One of the best experts on this subject based on the ideXlab platform.
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the production and detection of deception in an Interactive Game
Neuropsychologia, 2010Co-Authors: Kamila E Sip, Morten Lynge, Mikkel Wallentin, William B Mcgregor, C D Frith, Andreas RoepstorffAbstract:This experiment tests how people produce and detect deception while playing a computerized version of the dice Game, Meyer. Deception is an integral part of this Game, and the participants played it as in real life, without constraints on whether or when to attempt to deceive their opponent, and whether or when to accuse them of deception. We stress that deception is a complex act that cannot be exclusively associated with telling a falsehood, and that it is facilitated by hierarchical decision-making and risk evaluation. In comparison with a non-competitive control condition, both claiming truthfully and claiming falsely were associated with activity in fronto-polar cortex (BA10). However, relative to true claims, false claims were associated with greater activity in the premotor and parietal cortices. We speculate that the activity in BA10 is associated with the development of high-level executive strategies involved in both types of claim, while the premotor and parietal activity is associated with the need to select which particular claim to make.
Joonho Shin - One of the best experts on this subject based on the ideXlab platform.
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a task specific Interactive Game based virtual reality rehabilitation system for patients with stroke a usability test and two clinical experiments
Journal of Neuroengineering and Rehabilitation, 2014Co-Authors: Joonho Shin, Hokyoung Ryu, Seong Ho JangAbstract:Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific Interactive Game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy. A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded. The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported. The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.
Albert Rizzo - One of the best experts on this subject based on the ideXlab platform.
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Interactive Game based rehabilitation using the microsoft kinect
IEEE Virtual Reality Conference, 2012Co-Authors: Belinda Lange, Sebastian Koenig, Eric Mcconnell, Chienyen Chang, Rick Juang, Evan A Suma, Mark Bolas, Albert RizzoAbstract:Using video Games in rehabilitation settings has the potential to provide patients with fun and motivating exercise tools. Within the Medical VR and MxR groups at the USC Institute for Creative Technologies, we have been leveraging the technology of the Microsoft Kinect 3D depth-sensing camera. Our Kinect-based rehabilitation Game “JewelMine” consists of a set of static balance training exercises which encourage the players to reach out of their base of support. We plan to demonstrate a sophisticated post-session analysis tool and several content themes which can be changed dynamically during a therapy session.
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development of an Interactive Game based rehabilitation tool for dynamic balance training
Topics in Stroke Rehabilitation, 2010Co-Authors: Belinda Lange, Chienyen Chang, Sheryl Flynn, Rachel Proffitt, Albert RizzoAbstract:AbstractConventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video Game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video Games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial Games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a Game has been developed to specifically target weight shift training using an open source Game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial u...
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development of an Interactive Game based rehabilitation tool for dynamic balance training
Topics in Stroke Rehabilitation, 2010Co-Authors: Belinda Lange, Chienyen Chang, Sheryl Flynn, Rachel Proffitt, Albert RizzoAbstract:Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video Game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video Games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial Games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a Game has been developed to specifically target weight shift training using an open source Game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a Game that caters specifically to the key requirements of balance rehabilitation.
Hokyoung Ryu - One of the best experts on this subject based on the ideXlab platform.
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a task specific Interactive Game based virtual reality rehabilitation system for patients with stroke a usability test and two clinical experiments
Journal of Neuroengineering and Rehabilitation, 2014Co-Authors: Joonho Shin, Hokyoung Ryu, Seong Ho JangAbstract:Virtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific Interactive Game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy. A participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded. The requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported. The RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.