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Post-Stroke Rehabilitation with the Rutgers Ankle System: A Case Study - MITP Journals & Magazine

Pediatr Phys Ther. Author manuscript; available in PMC Jul 1. PMID: Copyright notice. The publisher's final edited version of this article is available at Pediatr Phys Ther. See other articles in PMC that cite the published article. Introduction Virtual reality VR was developed in the early s through application of in-flight simulations.

Prevention VR and SG offer an engaging and affordable way to encourage and increase physical activity. Open in a separate window. Participation Domain Eight pediatric studies have measured a participation outcome. Adults as Participants The use of VR and video games for adults with neurological conditions can be grouped into enhancement of upper limb UL use, balance and mobility training, sometimes termed lower limb training, Activities of Daily Living ADLs , neglect and cognition.


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Participation Domain Measures of participation were absent from all the systematic reviews on balance and mobility of people post-stroke with the exception of Mirelman et al who measured improvements in ambulation in the community for 1 week prior to and 1 week after the conclusion of the VR intervention. Plasticity Plasticity is a complex cellular and molecular process depending on genetic, epi-genetic, environment, and activity conditions. Education Education may take the form of continuing education for clinicians and formative education for students in training. Resources for clinicians and educators Although clinicians were enthusiastic with the introduction of VR and SG in practice there are challenges with understanding the content and application of the systems.

Linking clinicians and researchers While the SG systems are appealing because of their low cost, they are limited by the lack of customization and rehabilitation-relevant theoretical framework that informs their design. Reflections and Recommendations Virtual Reality is a rapidly developing area with advances in technology that often outpace the research. Acknowledgments We thank participants and their families for contributing to the knowledge base for use of VR and SG with individuals who have neurological conditions.

References 1.

Burdea GC, Coiffet P. VIrtual Reality Technology.

Introduction; pp. Neurorehabilitation Technology. Springer International Publishing; Riva G. Is presence a technology issue? Some insights from cognitive sciences. Virtual Reality. What is user engagement? A conceptual framework for defining user engagement with technology. Csikszentmihalyi M. San Francisco: Jossey-Bass; Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: a controlled study.


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The Clinical journal of pain. Burdea GC. Virtual rehabilitation—benefits and challenges. Methods of information in medicine. Virtual reality as an assessment tool for arm motor deficits after brain lesions. In: Westwood JD, editor. Medicine Meets Virtual Reality. Amsterdam: IOS Press; Post-stroke rehabilitation with the Rutgers Ankle System: a case study. Presence: Teleoperators and Virtual Environments. Holden MK, Dyar T. Virtual environment training: a new tool for neurorehabilitation.

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Journal of Neurologic Physical Therapy. Virtual reality—augmented rehabilitation for patients following stroke. Physical therapy. Interactive computer play in rehabilitation of children with sensorimotor disorders: a systematic review. Dev Med Child Neurol.

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Use of virtual reality systems as proprioception method in cerebral palsy: clinical practice guideline. Neurologia Barcelona, Spain ; 29 9 — Evidence for outcomes of motivational rehabilitation interventions for children and adolescents with cerebral palsy: an American Academy for Cerebral Palsy and Developmental Medicine systematic review.

The effects of motivating interventions on rehabilitation outcomes in children and youth with acquired brain injuries: a systematic review. Brain injury. Phys Occup Ther Pediatr. Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. J Spinal Cord Med. Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies. Archives of physical medicine and rehabilitation.

CN102989124B - 一种便携式肢体运动康复训练装置及其使用方法 - Google Patents

Individualized, home-based interactive training of cerebral palsy children delivered through the Internet. BMC Neurol. Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy.

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Dev Neurorehabil. Efficacy of robotic rehabilitation of ankle impairments in children with cerebral palsy. Annual Conference. Exercise intensity levels in children with cerebral palsy while playing with an active video game console. Phys Ther. Games Health J. The journals of gerontology. Series A, Biological sciences and medical sciences.

The effect of Nintendo R Wii R on balance in people with multiple sclerosis: a pilot randomized control study. Multiple sclerosis Houndmills, Basingstoke, England ; 19 9 — Energy expenditure in chronic stroke patients playing Wii Sports: a pilot study. Journal of neuroengineering and rehabilitation.

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Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke. Neurorehabilitation and neural repair. High metabolic cost and low energy expenditure for typical motor activities among individuals in the chronic phase after stroke. Journal of neurologic physical therapy: JNPT. Modular mechatronic system for stationary bicycles interfaced with virtual environment for rehabilitation. Feasibility of virtual reality augmented cycling for health promotion of people poststroke. Influence of cueing, feedback and directed attention on cycling in a virtual environment: Preliminary findings in healthy adults and people with PD.

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Frontiers in neurology. Efficacy of home-based virtual cycling training on bone mineral density in ambulatory children with cerebral palsy. Osteoporos Int. Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks.

Disability and rehabilitation. The effects of virtual reality game training on trunk to pelvis coupling in a child with cerebral palsy.