Sep 16, 2006
TelePresence World 2007

The TelePresence World event series seeks to introduce telepresence technologies and explore their use in industry, government, education, medical and other fields.
Event delegates will have the opportunity to debate and discuss the revolutionary technological developments that have brought telepresence from the realm of science fiction to the reality of everyday business.
To demonstrate the power of telepresence and unified communications to bridge distance and bring people together, TelePresence World 2007 will include a concurrent exhibition to be held in the university's 25,000-square-foot, state-of-the-art pavilion.
Download the entire press release as a .pdf
Download the event "one-pager" as a .pdf
19:45 Posted in Telepresence & virtual presence | Permalink | Comments (0) | Tags: presence, telepresence
Video game-based exercises for balance rehabilitation
Video game-based exercises for balance rehabilitation: a single-subject design.
Arch Phys Med Rehabil. 2006 Aug;87(8):1141-9
Authors: Betker AL, Szturm T, Moussavi ZK, Nett C
OBJECTIVES: To investigate whether coupling foot center of pressure (COP)-controlled video games to standing balance exercises will improve dynamic balance control and to determine whether the motivational and challenging aspects of the video games would increase a subject's desire to perform the exercises and complete the rehabilitation process. DESIGN: Case study, pre- and postexercise. SETTING: University hospital outpatient clinic. PARTICIPANTS: A young adult with excised cerebellar tumor, 1 middle-aged adult with single right cerebrovascular accident, and 1 middle-aged adult with traumatic brain injury. INTERVENTION: A COP-controlled, video game-based exercise system. MAIN OUTCOME MEASURES: The following were calculated during 12 different tasks: the number of falls, range of COP excursion, and COP path length. RESULTS: Postexercise, subjects exhibited a lower fall count, decreased COP excursion limits for some tasks, increased practice volume, and increased attention span during training. CONCLUSIONS: The COP-controlled video game-based exercise regime motivated subjects to increase their practice volume and attention span during training. This in turn improved subjects' dynamic balance control.
15:13 Posted in Cybertherapy, Serious games | Permalink | Comments (0) | Tags: serious gaming, cybertherapy




