Ok

By continuing your visit to this site, you accept the use of cookies. These ensure the smooth running of our services. Learn more.

Sep 27, 2007

Use of Virtual Reality in Children With Cerebral Palsy

Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design.

Phys Ther. 2007 Sep 25;

Authors: Chen YP, Kang LJ, Chuang TY, Doong JL, Lee SJ, Tsai MW, Jeng SF, Sung WH

BACKGROUND AND PURPOSE:/b> Virtual reality (VR) creates an exercise environment in which the intensity of practice and positive feedback can be systematically manipulated in various contexts. The purpose of this study was to investigate the training effects of a VR intervention on reaching behaviors in children with cerebral palsy (CP). Participants Four children with spastic CP were recruited. Method A single-subject design (A-B with follow-up) was used. All children were evaluated with 3 baseline, 4 intervention, and 2 follow-up measures. A 4-week individualized VR training program (2 hours per week) with 2 VR systems was applied to all children. The outcome measures included 4 kinematic parameters (movement time, path length, peak velocity, and number of movement units) for mail-delivery activities in 3 directions (neutral, outward, and inward) and the Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition (PDMS-2). Visual inspection and the 2-standard-deviation-band method were used to compare the outcome measures. RESULTS: /b> Three children who had normal cognition showed improvements in some aspects of reaching kinematics, and 2 children's change scores on the PDMS-2 reached the minimal detectable change during the intervention. The improvements in kinematics were partially maintained during follow-up. DISCUSSION AND CONCLUSION:/b> A 4-week individualized VR training program appeared to improve the quality of reaching in children with CP, especially in children with normal cognition and good cooperation. The training effects were retained in some children after the intervention.

Therapeutic potential of computer to cerebral cortex implantable devices

Therapeutic potential of computer to cerebral cortex implantable devices.

Acta Neurochir Suppl. 2007;97(Pt 2):529-35

Authors: Warwick K, Gasson MN, Spiers AJ

In this article, an overview of some of the latest developments in the field of cerebral cortex to computer interfacing (CCCI) is given. This is posed in the more general context of Brain-Computer Interfaces in order to assess advantages and disadvantages. The emphasis is clearly placed on practical studies that have been undertaken and reported on, as opposed to those speculated, simulated or proposed as future projects. Related areas are discussed briefly only in the context of their contribution to the studies being undertaken. The area of focus is notably the use of invasive implant technology, where a connection is made directly with the cerebral cortex and/or nervous system. Tests and experimentation which do not involve human subjects are invariably carried out a priori to indicate the eventual possibilities before human subjects are themselves involved. Some of the more pertinent animal studies from this area are discussed. The paper goes on to describe human experimentation, in which neural implants have linked the human nervous system bidirectionally with technology and the internet. A view is taken as to the prospects for the future for CCCI, in terms of its broad therapeutic role.

Concrete Dialogues

Re-blogged from Networked Media

concrete.jpg

Concrete Dialogues is a collaborative online writing project, created for young writers in Perth, Western Australia. The project organises the creative works of 16 to 30 year olds according to geographic location on a digital streetmap of the Perth Metropolitan region. Submissions are based on specific locations in the city and suburbs, which become hyperlinks across the digital map. The result is a psychogeographic portrait of our city–a mosaic of writing that uncovers the darker doorsteps of the intersections you know, the romances in the parks you drive past, the characters of the suburbs you can’t place.

Concrete Dialogues is a rare opportunity for young writers in Perth. It is somewhere they can exhibit their work and come into contact with other writers. Follow the journey of other site users, create your own journey through the streets and short stories, or contribute your own writing about a school in Whitfords, a riverbank in Rossmoyne, a carpark in Darlington

 

 

A device for robotic upper extremity repetitive therapy

Design and control of RUPERT: a device for robotic upper extremity repetitive therapy.

IEEE Trans Neural Syst Rehabil Eng. 2007 Sep;15(3):336-46

Authors: Sugar TG, He J, Koeneman EJ, Koeneman JB, Herman R, Huang H, Schultz RS, Herring DE, Wanberg J, Balasubramanian S, Swenson P, Ward JA

The structural design, control system, and integrated biofeedback for a wearable exoskeletal robot for upper extremity stroke rehabilitation are presented. Assisted with clinical evaluation, designers, engineers, and scientists have built a device for robotic assisted upper extremity repetitive therapy (RUPERT). Intense, repetitive physical rehabilitation has been shown to be beneficial overcoming upper extremity deficits, but the therapy is labor intensive and expensive and difficult to evaluate quantitatively and objectively. The RUPERT is developed to provide a low cost, safe and easy-to-use, robotic-device to assist the patient and therapist to achieve more systematic therapy at home or in the clinic. The RUPERT has four actuated degrees-of-freedom driven by compliant and safe pneumatic muscles (PMs) on the shoulder, elbow, and wrist. They are programmed to actuate the device to extend the arm and move the arm in 3-D space. It is very important to note that gravity is not compensated and the daily tasks are practiced in a natural setting. Because the device is wearable and lightweight to increase portability, it can be worn standing or sitting providing therapy tasks that better mimic activities of daily living. The sensors feed back position and force information for quantitative evaluation of task performance. The device can also provide real-time, objective assessment of functional improvement. We have tested the device on stroke survivors performing two critical activities of daily living (ADL): reaching out and self feeding. The future improvement of the device involves increased degrees-of-freedom and interactive control to adapt to a user's physical conditions.

Sep 25, 2007

Positive Technology Journal is a B-list blog

According to Kineda, a website that uses a Technorati-powered widget to compute your "bloglebrity" status, Positive Technology Journal is now a B-list blog, that corresponds to the high-authority group:

The High Authority Group [B-List Bloggers]

(100-499 blogs linking in the last 6 months)
The third group represents a decided shift in blog age while not blogging much more frequently than the last. In keeping with the theme of the maturation of the blogosphere, it seems evident that many of these bloggers were previously in category two and have grown in authority organically over time. In other words, sheer dedication pays off over time.

 

Thanks also to Neurofuture, that has kindly recommended PTJ for a Thinking Blogger Award
 

 

And here are the five blogs that make me think:

Pasta & Vinegar

Neurofuture

Networked Performance 

Neurophilosophy

Captology Notebook 

 

Sensation of presence and cybersickness in applications of virtual reality for rehabilitation

Sensation of presence and cybersickness in applications of virtual reality for advanced rehabilitation (preface)
 
Journal of NeuroEngineering and Rehabilitation 
 
Authors: Tohru Kiryu and Richard HY So
 
Around three years ago, in the special issue on augmented and virtual reality in rehabilitation, the topics of simulator sickness was briefly discussed in relation to vestibular rehabilitation. Simulator sickness with virtual reality applications have also been referred to as visually induced motion sickness or cybersickness. Recently, study on cybersickness has been reported in entertainment, training, game, and medical environment in several journals. Virtual stimuli can enlarge sensation of presence, but they sometimes also evoke unpleasant sensation. In order to safely apply augmented and virtual reality for long-term rehabilitation treatment, sensation of presence and cybersickness should be appropriately controlled. This issue presents the results of five studies conducted to evaluate visually-induced effects and speculate influences of virtual rehabilitation. In particular, the influence of visual and vestibular stimuli on cardiovascular responses are reported in terms of academic contribution.

A second life for google?

Via 3Dpoint.com

There are rumors that google is planning to develop a virtual world like second life, which will require a Gmail account. The speculation was made by Google-watching blog Google Operating System

From the blog: 

Arizona State University's students have the opportunity to test a new product "that will be publicly launched later this year". The invitation page mentions that the product is developed by "a major Internet company" and there are hints that the application is related to social networking, 3D modeling and video games. To complete the questionnaire and get the opportunity to test the product, you need to be a student at ASU.

 

Read the full post