214 results match your criteria Virtual Reality Biofeedback


Advances in Vestibular Rehabilitation.

Adv Otorhinolaryngol 2019 15;82:164-169. Epub 2019 Jan 15.

Vestibular rehabilitation is an exercise-based program that has been in existence for over 70 years. A growing body of evidence supports the use of vestibular rehabilitation in patients with vestibular disorders, and evolving research has led to more efficacious interventions. Through central compensation, vestibular rehabilitation is able to improve symptoms of imbalance, falls, fear of falling, oscillopsia, dizziness, vertigo, motion sensitivity and secondary symptoms such as nausea and anxiety. Read More

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http://dx.doi.org/10.1159/000490285DOI Listing
January 2019
1 Read

Using Virtual Reality to Increase Motivation in Poststroke Rehabilitation.

IEEE Comput Graph Appl 2019 Jan-Feb;39(1):64-70

Virtual reality (VR) applications meet fundamental principles of rehabilitation: intensity, task oriented training, biofeedback, environments rich in stimuli, and motivation, all pivotal factors for the success of rehabilitation programs. This paper describes the development process of a set of VR minigames developed to increase the motivation of stroke patients while performing repetitive upper limb movements. Read More

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https://ieeexplore.ieee.org/document/8663653/
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http://dx.doi.org/10.1109/MCG.2018.2875630DOI Listing
March 2019
7 Reads

Combining Virtual Reality and Biofeedback to Foster Empathic Abilities in Humans.

Front Psychol 2018 5;9:2741. Epub 2019 Feb 5.

Laboratoire de Psychologie et d'Ergonomie Appliquées (UMR), Université Paris Descartes - Sorbonne Paris Cité, Institut de Psychologie, Paris, France.

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http://dx.doi.org/10.3389/fpsyg.2018.02741DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6370744PMC
February 2019
1 Read

Rehabilitative devices for a top-down approach.

Expert Rev Med Devices 2019 Mar 6;16(3):187-195. Epub 2019 Feb 6.

b Clinical Laboratory of Experimental Neurorehabilitation , Santa Lucia Foundation IRCCS , Rome , Italy.

Introduction: In recent years, neurorehabilitation has moved from a 'bottom-up' to a 'top down' approach. This change has also involved the technological devices developed for motor and cognitive rehabilitation. It implies that during a task or during therapeutic exercises, new 'top-down' approaches are being used to stimulate the brain in a more direct way to elicit plasticity-mediated motor re-learning. Read More

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http://dx.doi.org/10.1080/17434440.2019.1574567DOI Listing
March 2019
5 Reads

Immediate Effects of Immersive Biofeedback on Gait in Children With Cerebral Palsy.

Arch Phys Med Rehabil 2019 Apr 14;100(4):598-605. Epub 2018 Nov 14.

Department of Rehabilitation Medicine, Amsterdam UMC, VU University Medical Center, Amsterdam Movement Sciences, the Netherlands.

Objective: To investigate the immediate response to avatar-based biofeedback on 3 clinically important gait parameters: step length, knee extension, and ankle power in children with cerebral palsy (CP).

Design: Repeated measures design.

Setting: Rehabilitation clinic. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S00039993183144
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http://dx.doi.org/10.1016/j.apmr.2018.10.013DOI Listing
April 2019
15 Reads

Respiratory Biofeedback Does Not Facilitate Lowering Arousal in Meditation Through Virtual Reality.

Appl Psychophysiol Biofeedback 2019 Mar;44(1):51-59

Department of Cognitive Science & Artificial Intelligence, Tilburg University, Dante Building, Room D 330, Warandelaan 2, 5037 AB, Tilburg, The Netherlands.

The current study examined the effectiveness of respiratory biofeedback in lowering subjective and objective arousal after stress. Participants were presented with a meditation session in virtual reality while subjective and objective arousal were measured, the latter measured through ECG and EEG. Three conditions were used: (a) a respiratory biofeedback condition, in which visual feedback was paired to breathing; (b) a control feedback placebo condition, in which visual feedback was not paired to breathing; and (c) a control no-feedback condition, in which no visual feedback was used. Read More

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http://link.springer.com/10.1007/s10484-018-9421-5
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http://dx.doi.org/10.1007/s10484-018-9421-5DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6373281PMC
March 2019
18 Reads

Evaluation of leap motion control for hand rehabilitation in burn patients: An experience in the dust explosion disaster in Formosa Fun Coast.

Burns 2019 02 12;45(1):157-164. Epub 2018 Oct 12.

Department of Physical Medicine and Rehabilitation, MacKay Memorial Hospital, Taipei, Taiwan. Electronic address:

Hand burns cause functional impairment. Leap motion control (LMC), a kind of virtual reality games, employs a novel system that provides biofeedback and training of fine motor function and functional skills. In this study, we hypothesized that LMC would improve burned hand function. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S03054179183068
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http://dx.doi.org/10.1016/j.burns.2018.08.001DOI Listing
February 2019
16 Reads

Motor and sensory disturbances induced by sensorimotor conflicts during passive and active movements in healthy participants.

PLoS One 2018 29;13(8):e0203206. Epub 2018 Aug 29.

Center for Interdisciplinary Research in Rehabilitation and Social Integration (CIRRIS), Québec, QC, Canada.

Sensorimotor conflict induces both sensory and motor disturbances, but the specific factors playing a role in conflict-induced disturbances are still misunderstood. For example, we still do not know the role played by motor intention (vs. a purely visuo-proprioceptive conflict) or the influence of specific types of incongruent visual feedback. Read More

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http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0203206PLOS
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6114925PMC
February 2019
14 Reads

E-Health interventions for anxiety and depression in children and adolescents with long-term physical conditions.

Cochrane Database Syst Rev 2018 08 15;8:CD012489. Epub 2018 Aug 15.

Department of Psychological Medicine, University of Auckland, Level 12 Support Building, Auckland Hospital, Park Road, Grafton, Auckland, New Zealand.

Background: Long-term physical conditions affect 10% to 12% of children and adolescents worldwide; these individuals are at greater risk of developing psychological problems, particularly anxiety and depression. Access to face-to-face treatment for such problems is often limited, and available interventions usually have not been tested with this population. As technology improves, e-health interventions (delivered via digital means, such as computers and smart phones and ranging from simple text-based programmes through to multimedia and interactive programmes, serious games, virtual reality and biofeedback programmes) offer a potential solution to address the psychological needs of this group of young people. Read More

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http://dx.doi.org/10.1002/14651858.CD012489.pub2DOI Listing
August 2018
6 Reads

Heart Rate Variability and Cognitive Bias Feedback Interventions to Prevent Post-deployment PTSD: Results from a Randomized Controlled Trial.

Mil Med 2019 01;184(1-2):e124-e132

Office of the State Surgeon, Virginia Army National Guard, BLDG 1310, Ft. Pickett, Blackstone, VA.

Introduction: There is a long history of pre-deployment PTSD prevention efforts in the military and effective pre-deployment strategies to prevent post-deployment PTSD are still needed.

Materials And Methods: This randomized controlled trial included three arms: heart rate variability biofeedback (HRVB), cognitive bias modification for interpretation (CBM-I), and control. The hypothesis was that pre-deployment resilience training would result in lower post-deployment PTSD symptoms compared with control. Read More

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http://dx.doi.org/10.1093/milmed/usy171DOI Listing
January 2019
16 Reads

Evaluating the Effects of Kinesthetic Biofeedback Delivered Using Reaction Wheels on Standing Balance.

J Healthc Eng 2018 11;2018:7892020. Epub 2018 Jun 11.

School of Integrated Technology, Gwangju Institute of Science and Technology, Gwangju 61005, Republic of Korea.

Aging, injury, or ailments can contribute to impaired balance control and increase the risk of falling. Provision of light touch augments the sense of balance and can thus reduce the amount of body sway. In this study, a wearable reaction wheel-based system is used to deliver light touch-based balance biofeedback on the subject's back. Read More

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http://dx.doi.org/10.1155/2018/7892020DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6016170PMC
June 2018
4 Reads

Trunk motion visual feedback during walking improves dynamic balance in older adults: Assessor blinded randomized controlled trial.

Gait Posture 2018 05 28;62:342-348. Epub 2018 Mar 28.

Department of Kinesiology, Temple University, Philadelphia, PA, United States.

Background: Virtual reality and augmented feedback have become more prevalent as training methods to improve balance. Few reports exist on the benefits of providing trunk motion visual feedback (VFB) during treadmill walking, and most of those reports only describe within session changes.

Research Question: To determine whether trunk motion VFB treadmill walking would improve over-ground balance for older adults with self-reported balance problems. Read More

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http://dx.doi.org/10.1016/j.gaitpost.2018.03.044DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5960622PMC
May 2018
22 Reads

e-Addictology: An Overview of New Technologies for Assessing and Intervening in Addictive Behaviors.

Front Psychiatry 2018 1;9:51. Epub 2018 Mar 1.

Université Paris Sud - INSERM U1000, Addiction Research and Treatment Center, APHP, Paul Brousse Hospital, Villejuif, France.

Background: New technologies can profoundly change the way we understand psychiatric pathologies and addictive disorders. New concepts are emerging with the development of more accurate means of collecting live data, computerized questionnaires, and the use of passive data. , a paradigmatic example, refers to the use of computerized measurement tools to the characteristics of different psychiatric disorders. Read More

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http://dx.doi.org/10.3389/fpsyt.2018.00051DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5837980PMC
March 2018
11 Reads

The efficacy of functional gait training in children and young adults with cerebral palsy: a systematic review and meta-analysis.

Dev Med Child Neurol 2018 09 7;60(9):866-883. Epub 2018 Mar 7.

Department of Rehabilitation Medicine, VU University Medical Center, Amsterdam Movement Sciences, Amsterdam, the Netherlands.

Aim: The aim of this systematic review was to investigate the effects of functional gait training on walking ability in children and young adults with cerebral palsy (CP).

Method: The review was conducted using standardized methodology, searching four electronic databases (PubMed, Embase, CINAHL, Web of Science) for relevant literature published between January 1980 and January 2017. Included studies involved training with a focus on actively practising the task of walking as an intervention while reporting outcome measures relating to walking ability. Read More

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http://dx.doi.org/10.1111/dmcn.13708DOI Listing
September 2018
8 Reads

An Interactive System for Fine Motor Rehabilitation.

Rehabil Nurs 2018 Mar/Apr;43(2):116-124

Division of Research and Postgraduate Studies, Instituto Tecnológico de Orizaba, Orizaba, México.

Purpose: One of the most important aspects in neuromotor rehabilitation is the need of feedback for patients. The rehabilitation system's efficiency relies on the therapist's judgment; the therapist tells the patient whether he/she is performing the exercises correctly. This process may be quite subjective, because it depends on the therapist's personal opinion. Read More

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http://dx.doi.org/10.1097/RNJ.0000000000000075DOI Listing
June 2018
7 Reads

Role of Visuohaptic Surgical Training Simulator in Resident Education of Orthopedic Surgery.

World Neurosurg 2018 Mar 15;111:e98-e104. Epub 2017 Dec 15.

Department of Orthopaedic Surgery, Changzheng Hospital, Second Military Medical University, Shanghai, China. Electronic address:

Objective: We sought to assess the validity of a virtual surgical training system on lumbar pedicle screw placement for residents.

Methods: Ten inexperienced residents were randomly assigned to the simulation training (ST) group (n = 5) and control group (n = 5). The ST group performed the lumbar pedicle screw placement on the virtual surgical training system, and the control group was given an introductory teaching session before the cadaver test. Read More

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http://dx.doi.org/10.1016/j.wneu.2017.12.015DOI Listing
March 2018
9 Reads

Performance of a visuomotor walking task in an augmented reality training setting.

Hum Mov Sci 2017 Dec 31;56(Pt B):11-19. Epub 2017 Oct 31.

Roessingh Research and Development, Roessinghsbleekweg 33b, 7522 AH Enschede, The Netherlands; Department of Biomechanical Engineering, University of Twente, Drienerlolaan 5, 7522 NB Enschede, The Netherlands.

Visual cues can be used to train walking patterns. Here, we studied the performance and learning capacities of healthy subjects executing a high-precision visuomotor walking task, in an augmented reality training set-up. A beamer was used to project visual stepping targets on the walking surface of an instrumented treadmill. Read More

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http://dx.doi.org/10.1016/j.humov.2017.10.005DOI Listing
December 2017
10 Reads

Changing the size of a mirror-reflected hand does not affect pain perception: A repeated measures study on healthy human participants.

Eur J Pain 2018 03 30;22(3):527-537. Epub 2017 Oct 30.

Centre for Pain Research, School of Clinical and Applied Sciences, Leeds Beckett University, UK.

Background: Studies suggest that observing magnified and minified body parts using mirrors, lenses and virtual reality may affect pain perception. However, the direction of effect varies between studies. The aim of the present study was to evaluate the effect of observing a normal-sized, magnified and minified reflection of a hand on perceptual embodiment and contact-heat stimuli. Read More

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http://doi.wiley.com/10.1002/ejp.1135
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http://dx.doi.org/10.1002/ejp.1135DOI Listing
March 2018
7 Reads

Manipulating the fidelity of lower extremity visual feedback to identify obstacle negotiation strategies in immersive virtual reality.

Conf Proc IEEE Eng Med Biol Soc 2017 07;2017:4491-4494

The ability to successfully navigate obstacles in our environment requires integration of visual information about the environment with estimates of our body's state. Previous studies have used partial occlusion of the visual field to explore how information about the body and impending obstacles are integrated to mediate a successful clearance strategy. However, because these manipulations often remove information about both the body and obstacle, it remains to be seen how information about the lower extremities alone is utilized during obstacle crossing. Read More

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http://dx.doi.org/10.1109/EMBC.2017.8037854DOI Listing
July 2017
24 Reads

Innovative Technology Using Virtual Reality in the Treatment of Pain: Does It Reduce Pain via Distraction, or Is There More to It?

Pain Med 2018 01;19(1):151-159

Drexel University College of Medicine, Philadelphia, Pennsylvania, USA.

Objective: Virtual reality (VR) is an exciting new technology with almost endless possible uses in medicine. One area it has shown promise is pain management. This selective review focused on studies that gave evidence to the distraction or nondistraction mechanisms by which VR leads to the treatment of pain. Read More

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http://dx.doi.org/10.1093/pm/pnx109DOI Listing
January 2018
34 Reads

SonifEye: Sonification of Visual Information Using Physical Modeling Sound Synthesis.

IEEE Trans Vis Comput Graph 2017 11 10;23(11):2366-2371. Epub 2017 Aug 10.

Sonic interaction as a technique for conveying information has advantages over conventional visual augmented reality methods specially when augmenting the visual field with extra information brings distraction. Sonification of knowledge extracted by applying computational methods to sensory data is a well-established concept. However, some aspects of sonic interaction design such as aesthetics, the cognitive effort required for perceiving information, and avoiding alarm fatigue are not well studied in literature. Read More

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http://dx.doi.org/10.1109/TVCG.2017.2734327DOI Listing
November 2017
4 Reads

Cognitive enhancement: A system view.

Int J Psychophysiol 2017 12 26;122:1-5. Epub 2017 Jul 26.

Medical School, Aristotle University of Thessaloniki, Greece.

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http://dx.doi.org/10.1016/j.ijpsycho.2017.07.011DOI Listing
December 2017
5 Reads

Theta Neurofeedback Effects on Motor Memory Consolidation and Performance Accuracy: An Apparent Paradox?

Neuroscience 2018 05 21;378:198-210. Epub 2017 Jul 21.

The Virtual Reality and Neurocognition Lab, Faculty of Education in Science and Technology, Technion, Haifa 32000, Israel. Electronic address:

Previous studies have shown that theta neurofeedback enhances motor memory consolidation on an easy-to-learn finger-tapping task. However, the simplicity of the finger-tapping task precludes evaluating the putative effects of elevated theta on performance accuracy. Mastering a motor sequence is classically assumed to entail faster performance with fewer errors. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S03064522173049
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http://dx.doi.org/10.1016/j.neuroscience.2017.07.022DOI Listing
May 2018
6 Reads

[Psychotherapies for the Treatment of Phantom Limb Pain].

Rev Colomb Psiquiatr 2017 Jul - Sep;46(3):178-186. Epub 2016 Sep 6.

Psiquiatra general y Fellow de psiquiatría de enlace, Departamento de psiquiatría y salud mental, Pontificia Universidad Javeriana, Bogotá, D.C., Colombia.

Introduction: The phantom limb pain has been described as a condition in which patients experience a feeling of itching, spasm or pain in a limb or body part that has been previously amputated. Such pain can be induced by a conflict between the representation of the visual and proprioceptive feedback of the previously healthy limb. The phantom limb pain occurs in at least 42 to 90% of amputees. Read More

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http://dx.doi.org/10.1016/j.rcp.2016.08.003DOI Listing
April 2018
12 Reads

Somatosensory Feedback to the Cheek During Virtual Visual Feedback Therapy Enhances Pain Alleviation for Phantom Arms.

Neurorehabil Neural Repair 2017 Aug 8;31(8):717-725. Epub 2017 Jul 8.

1 The University of Tokyo, Tokyo, Japan.

Background: Patients who suffer from phantom limb pain can perceive tactile stimuli applied to the cheek on their affected side as if it were coming from their phantom limb, a phenomenon called "referred sensation."

Objectives: To investigate the analgesic effect produced by tactile feedback provided to the cheek during neurorehabilitation using visual feedback.

Methods: Nine participants with phantom upper limb pain performed virtual reality neurorehabilitation exercises in which they repeatedly touched a target object with a virtual representation of their affected limb. Read More

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http://dx.doi.org/10.1177/1545968317718268DOI Listing
August 2017
21 Reads

Skin Conductance Reactivity to Standardized Virtual Reality Combat Scenes in Veterans with PTSD.

Appl Psychophysiol Biofeedback 2017 Sep;42(3):209-221

Providence VA Medical Center, 830 Chalkstone Ave, Providence, RI, 02908, USA.

Interest in virtual reality (VR) as a clinical tool to augment posttraumatic stress (PTSD) treatment has grown substantially in recent years due to advances in VR technology. Moreover, its potential assisted use in the PTSD diagnostic process has been recognized. In this study we examined physiological responding, skin conductance, to a standardized presentation of non-personalized combat-related VR events (e. Read More

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http://dx.doi.org/10.1007/s10484-017-9366-0DOI Listing
September 2017
19 Reads

Frontal Alpha Oscillations and Attentional Control: A Virtual Reality Neurofeedback Study.

Neuroscience 2018 05 19;378:189-197. Epub 2017 Jun 19.

Birkbeck, University of London, United Kingdom. Electronic address:

Two competing views about alpha oscillations suggest that cortical alpha reflect either cortical inactivity or cortical processing efficiency. We investigated the role of alpha oscillations in attentional control, as measured with a Stroop task. We used neurofeedback to train 22 participants to increase their level of alpha amplitude. Read More

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http://dx.doi.org/10.1016/j.neuroscience.2017.06.007DOI Listing
May 2018
3 Reads

Computer-aided training sensorimotor cortex functions in humans before the upper limb transplantation using virtual reality and sensory feedback.

Comput Biol Med 2017 08 15;87:311-321. Epub 2017 Jun 15.

University School of Physical Education, Faculty of Physiotherapy, Department of Kinesiology, ul. I. Paderewskiego 35, 51-612 Wroclaw, Poland.

One of the biggest problems of upper limb transplantation is lack of certainty as to whether a patient will be able to control voluntary movements of transplanted hands. Based on findings of the recent research on brain cortex plasticity, a premise can be drawn that mental training supported with visual and sensory feedback can cause structural and functional reorganization of the sensorimotor cortex, which leads to recovery of function associated with the control of movements performed by the upper limbs. In this study, authors - based on the above observations - propose the computer-aided training (CAT) system, which generating visual and sensory stimuli, should enhance the effectiveness of mental training applied to humans before upper limb transplantation. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S00104825173017
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http://dx.doi.org/10.1016/j.compbiomed.2017.06.010DOI Listing
August 2017
35 Reads

Visuomotor Coupling Shapes the Functional Development of Mouse Visual Cortex.

Cell 2017 Jun 9;169(7):1291-1302.e14. Epub 2017 Jun 9.

Friedrich Miescher Institute for Biomedical Research, Maulbeerstrasse 66, 4058 Basel, Switzerland; Faculty of Natural Sciences, University of Basel, Klingelbergstrasse 50/70, 4056 Basel, Switzerland. Electronic address:

The emergence of sensory-guided behavior depends on sensorimotor coupling during development. How sensorimotor experience shapes neural processing is unclear. Here, we show that the coupling between motor output and visual feedback is necessary for the functional development of visual processing in layer 2/3 (L2/3) of primary visual cortex (V1) of the mouse. Read More

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https://linkinghub.elsevier.com/retrieve/pii/S00928674173058
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http://dx.doi.org/10.1016/j.cell.2017.05.023DOI Listing
June 2017
44 Reads

Serious Games: The Future of Psychotherapy? Proposal of an Integrative Model.

Psychother Psychosom 2017 11;86(3):187-188. Epub 2017 May 11.

CNRS UMR 9193-PsyCHIC-SCALab & CHU Lille, Department of Psychiatry, University of Lille, Lille, France.

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http://dx.doi.org/10.1159/000460256DOI Listing
April 2018
34 Reads

An experimental test of the role of control in spider fear.

J Anxiety Disord 2017 Jun 14;49:12-20. Epub 2017 Mar 14.

CeNTrUM (Centre for New Treatments and Understanding in Mental Health), Division of Psychology and Mental Health, School of Health Sciences, Faculty of Biology Medicine and Health, University of Manchester, Manchester Academic Health Science Centre, 2nd Floor Zochonis Building, Brunswick Street, Manchester, M13 9PL, UK.

It is well established that uncontrollable adverse experiences lead to increased distress, but the role of client control during psychological interventions such as exposure is less clear. Earlier studies reported inconsistent findings, most likely owing to variations in the way client control was manipulated, degree of exposure, the outcome variables chosen and the follow-up periods used. Importantly, studies to date had suggested to participants that approaching their fears was beneficial thereby biasing their choices and these studies had not measured change beyond the laboratory. Read More

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http://dx.doi.org/10.1016/j.janxdis.2017.03.005DOI Listing
June 2017
12 Reads

GLIMPSE: Google Glass interface for sensory feedback in myoelectric hand prostheses.

J Neural Eng 2017 06 29;14(3):036007. Epub 2017 Mar 29.

Institute of Neurorehabilitation Systems, Clinics for Trauma, Orthopedic and Plastic Surgery, University Medical Center Göttingen, Georg-August University, 37075 Göttingen, Germany.

Objective: Providing sensory feedback to the user of the prosthesis is an important challenge. The common approach is to use tactile stimulation, which is easy to implement but requires training and has limited information bandwidth. In this study, we propose an alternative approach based on augmented reality. Read More

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http://dx.doi.org/10.1088/1741-2552/aa620aDOI Listing
June 2017
11 Reads

Virtual reality for pediatric neuro-rehabilitation: adaptive visual feedback of movement to engage the mirror neuron system.

Conf Proc IEEE Eng Med Biol Soc 2016 08;2016:5849-5852

Sensorimotor therapy gives optimal results when patients are cognitively engaged into highly repetitive tasks, a goal that most children find hard to pursue. This paper presents the key developments of our ongoing effort to design an interactive rehabilitation environment that motivates physically impaired children throughout their therapy. The continuous motivation is achieved by the system adapting fundamental therapeutic components to the performance of each child. Read More

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http://dx.doi.org/10.1109/EMBC.2016.7592058DOI Listing
August 2016
12 Reads

Three-Dimensional Skin Deformation as Force Substitution: Wearable Device Design and Performance During Haptic Exploration of Virtual Environments.

IEEE Trans Haptics 2017 Jul-Sep;10(3):418-430. Epub 2017 Feb 22.

Virtual reality systems would benefit from a compelling force sensory substitute when workspace or stability limitations prevent the use of kinesthetic force feedback systems. We present a wearable fingertip haptic device with the ability to make and break contact in addition to rendering both shear and normal skin deformation to the fingerpad. A delta mechanism with novel bias spring and tether actuator relocation method enables the use of high-end motors and encoders, allowing precise device control: 10 Hz bandwidth and 0. Read More

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http://dx.doi.org/10.1109/TOH.2017.2672969DOI Listing
May 2018
9 Reads

Augmented effects of EMG biofeedback interfaced with virtual reality on neuromuscular control and movement coordination during reaching in children with cerebral palsy.

NeuroRehabilitation 2017 ;40(2):175-185

The Sports·Movement Institute & Technology (S·MIT), Department of Physical Therapy, Yonsei University, Wonju, Republic of Korea.

Background: The purpose of the present study was to compare therapeutic effects of an electromyography (EMG) biofeedback augmented by virtual reality (VR) and EMG biofeedback alone on the triceps and biceps (T:B) muscle activity imbalance and elbow joint movement coordination during a reaching motor taskOBJECTIVE: To compare therapeutic effects of an electromyography (EMG) biofeedback augmented by virtual reality (VR) and EMG biofeedback alone on the triceps and biceps muscle activity imbalance and elbow joint movement coordination during a reaching motor task in normal children and children with spastic cerebral palsy (CP).

Methods: 18 children with spastic CP (2 females; mean±standard deviation = 9.5 ± 1. Read More

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http://dx.doi.org/10.3233/NRE-161402DOI Listing
May 2017
24 Reads

Tactile stimuli affect long-range correlations of stride interval and stride length differently during walking.

Exp Brain Res 2017 04 10;235(4):1185-1193. Epub 2017 Feb 10.

Department of Biomechanics, Virtual Reality and Robotics Laboratories, Center for Research in Human Movement Variability, University of Nebraska at Omaha, BRB#210, Biomechanics Research Building, 6160, University Drive, Omaha, NE, 68182-0860, USA.

Sensory feedback below the sole of the foot using sub-threshold mechanical noise significantly reduced postural sway in patients with diabetes and stroke. However, the effects of tactile parameters on walking are still elusive. Specifically, the effects of such parameters on human gait variability need to be studied because of possible rehabilitation outcomes in terms of bringing improvement in temporal and spatial gait parameters. Read More

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http://dx.doi.org/10.1007/s00221-017-4881-zDOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5350026PMC
April 2017
36 Reads

Limb position drift results from misalignment of proprioceptive and visual maps.

Neuroscience 2017 03 3;346:382-394. Epub 2017 Feb 3.

The Pennsylvania State University, Department of Kinesiology, United States; Penn State College of Medicine, Department of Neurology, United States. Electronic address:

Previous work (Brown et al., 2003a,b) has shown that limb position drifts when individuals make repetitive movements in the absence of visual feedback. The purpose of this study was to examine whether limb position drift might reflect a misalignment in visual and proprioceptive maps by examining the nature of information used to specify new movements from a drifted limb position. Read More

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http://dx.doi.org/10.1016/j.neuroscience.2017.01.040DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5607024PMC
March 2017
6 Reads

Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

Front Psychiatry 2016 10;7:215. Epub 2017 Jan 10.

Orygen Youth Health Research Centre, Centre for Youth Mental Health, University of Melbourne , Parkville, VIC , Australia.

Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions three processes. First, by extending the reach of online programs to those who might not otherwise use them. Read More

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http://dx.doi.org/10.3389/fpsyt.2016.00215DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5222787PMC
January 2017
13 Reads

NIRS-based neurofeedback training in a virtual reality classroom for children with attention-deficit/hyperactivity disorder: study protocol for a randomized controlled trial.

Trials 2017 01 24;18(1):41. Epub 2017 Jan 24.

LEAD Graduate School & Research Network, University of Tübingen, Gartenstrasse 29, 72074, Tübingen, Germany.

Background: Children with attention-deficit/hyperactivity disorder (ADHD) suffer from attention deficits, motor hyperactivity, and impulsive behaviour. These impairments are experienced at home, at school, and with friends. Functional imaging studies show that ADHD behaviour and impairments in executive functions (EFs) are mirrored by aberrant neurophysiological functioning. Read More

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http://dx.doi.org/10.1186/s13063-016-1769-3DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5259870PMC
January 2017
13 Reads

Design of a Physiology-Sensitive VR-Based Social Communication Platform for Children With Autism.

IEEE Trans Neural Syst Rehabil Eng 2017 08 27;25(8):1180-1191. Epub 2016 Sep 27.

Individuals with autism are often characterized by impairments in communication, reciprocal social interaction and explicit expression of their affective states. In conventional techniques, a therapist adjusts the intervention paradigm by monitoring the affective state e.g. Read More

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http://dx.doi.org/10.1109/TNSRE.2016.2613879DOI Listing
August 2017
6 Reads

Short Term Motor-Skill Acquisition Improves with Size of Self-Controlled Virtual Hands.

PLoS One 2017 5;12(1):e0168520. Epub 2017 Jan 5.

Sagol School of Neuroscience and School of Psychological Sciences, Tel-Aviv University, Tel-Aviv, Israel.

Visual feedback in general, and from the body in particular, is known to influence the performance of motor skills in humans. However, it is unclear how the acquisition of motor skills depends on specific visual feedback parameters such as the size of performing effector. Here, 21 healthy subjects physically trained to perform sequences of finger movements with their right hand. Read More

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http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0168520PLOS
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5215900PMC
August 2017
10 Reads

Network interactions underlying mirror feedback in stroke: A dynamic causal modeling study.

Neuroimage Clin 2017 21;13:46-54. Epub 2016 Nov 21.

Dept. of Physical Therapy, Movement, and Rehabilitation Science, Northeastern University, 360 Huntington Ave., 301 RB, Boston, MA 02115, United States; Dept. of Bioengineering, Northeastern University, 360 Huntington Ave., Boston, MA 02115, United States; Dept. of Biology, Northeastern University, 360 Huntington Ave., Boston, MA 02115, United States.

Mirror visual feedback (MVF) is potentially a powerful tool to facilitate recovery of disordered movement and stimulate activation of under-active brain areas due to stroke. The neural mechanisms underlying MVF have therefore been a focus of recent inquiry. Although it is known that sensorimotor areas can be activated via mirror feedback, the network interactions driving this effect remain unknown. Read More

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http://dx.doi.org/10.1016/j.nicl.2016.11.012DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5126151PMC
November 2017
12 Reads

Real-time feedback to improve gait in children with cerebral palsy.

Gait Posture 2017 02 11;52:76-82. Epub 2016 Nov 11.

Department of Rehabilitation Medicine, MOVE Research Institute Amsterdam, VU University Medical Center, 1007 MB Amsterdam, The Netherlands.

Real-time feedback may be useful for enhancing information gained from clinical gait analysis of children with cerebral palsy (CP). It may also be effective in functional gait training, however, it is not known if children with CP can adapt gait in response to real-time feedback of kinematic parameters. Sixteen children with cerebral palsy (age 6-16; GMFCS I-III), walking with a flexed-knee gait pattern, walked on an instrumented treadmill with virtual reality in three conditions: regular walking without feedback (NF), feedback on hip angle (FH) and feedback on knee angle (FK). Read More

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http://dx.doi.org/10.1016/j.gaitpost.2016.11.021DOI Listing
February 2017
18 Reads

Neuronal correlates of continuous manual tracking under varying visual movement feedback in a virtual reality environment.

Neuroimage 2017 02 12;146:81-89. Epub 2016 Nov 12.

Neurocomputation and Neuroimaging Unit, Department of Education and Psychology, Freie Universität Berlin, Berlin, Germany; Center for Cognitive Neuroscience Berlin, Freie Universität Berlin, Berlin, Germany.

To accurately guide one's actions online, the brain predicts sensory action feedback ahead of time based on internal models, which can be updated by sensory prediction errors. The underlying operations can be experimentally investigated in sensorimotor adaptation tasks, in which moving under perturbed sensory action feedback requires internal model updates. Here we altered healthy participants' visual hand movement feedback in a virtual reality setup, while assessing brain activity with functional magnetic resonance imaging (fMRI). Read More

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http://dx.doi.org/10.1016/j.neuroimage.2016.11.009DOI Listing
February 2017
13 Reads

Application of Virtual, Augmented, and Mixed Reality to Urology.

Int Neurourol J 2016 Sep 23;20(3):172-181. Epub 2016 Sep 23.

Department of Computer Science, Gachon University, Seongnam, Korea.

Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. Read More

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http://dx.doi.org/10.5213/inj.1632714.357DOI Listing
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC5083835PMC
September 2016
17 Reads

Screening and Mitigation of Layperson Anxiety in Aerospace Environments.

Aerosp Med Hum Perform 2016;87(10):882-889

University of Texas Medical Branch, Department of Preventive Medicine and Community Health, Galveston, TX, USA.

Introduction: Anxiety may present challenges for commercial spaceflight operations, as little is known regarding the psychological effects of spaceflight on laypersons. A recent investigation evaluated measures of anxiety during centrifuge-simulated suborbital commercial spaceflight, highlighting the potential for severe anxiousness to interrupt spaceflight operations.

Methods: To pave the way for future research, an extensive literature review identified existing knowledge that may contribute to formation of interventions for anxiety in commercial spaceflight. Read More

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http://dx.doi.org/10.3357/AMHP.4536.2016DOI Listing
January 2017
12 Reads

Virtual Sensorimotor Training for Balance: Pilot Study Results for Children With Fetal Alcohol Spectrum Disorders.

Pediatr Phys Ther 2016 ;28(4):460-8

Department of Rehabilitation Medicine, University of Washington, Seattle.

Purpose: To examine the effects of Sensorimotor Training to Affect Balance, Engagement, and Learning (STABEL), a virtual reality system to train sensory adaptation for balance control, for children with fetal alcohol spectrum disorders (FASDs).

Methods: Twenty-three children with FASDs received STABEL training in a university laboratory, or home, or were controls. The Movement Assessment Battery for Children-2nd edition (MABC-2) and Pediatric Clinical Test of Sensory Interaction for Balance-2 (P-CTSIB-2) were analyzed by group (lab, home, and control), session (pre-STABEL, 1 week post-STABEL, and 1 month post-STABEL), and group-by-session interaction. Read More

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http://dx.doi.org/10.1097/PEP.0000000000000300DOI Listing
February 2017
17 Reads

Haptic Neurorehabilitation and Virtual Reality for Upper Limb Paralysis: A Review.

Crit Rev Biomed Eng 2016 ;44(1-2):1-32

Psychology Department, Northern Michigan University, 1401 Presque Isle Avenue, Marquette, MI, 49855.

Motor and sensory loss or dysfunction affects the quality of life for thousands of individuals daily. The upper limb, and especially the hand, are important for a person's ability to complete activities of daily living. Traditional therapy methods focus on motor recovery, but future methods should include sensory recovery and should promote the use of the affected limb(s) at home. Read More

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http://dx.doi.org/10.1615/CritRevBiomedEng.2016016046DOI Listing
December 2017
8 Reads

The Sense of Agency Is More Sensitive to Manipulations of Outcome than Movement-Related Feedback Irrespective of Sensory Modality.

PLoS One 2016 18;11(8):e0161156. Epub 2016 Aug 18.

Department of Neurophysiology and Pathophysiology, University Medical Center Hamburg-Eppendorf, Hamburg, Germany.

The sense of agency describes the ability to experience oneself as the agent of one's own actions. Previous studies of the sense of agency manipulated the predicted sensory feedback related either to movement execution or to the movement's outcome, for example by delaying the movement of a virtual hand or the onset of a tone that resulted from a button press. Such temporal sensorimotor discrepancies reduce the sense of agency. Read More

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http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0161156PLOS
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4990337PMC
July 2017
10 Reads

Chronic pain and distorted body image: Implications for multisensory feedback interventions.

Neurosci Biobehav Rev 2016 Oct 12;69:252-9. Epub 2016 Aug 12.

Department of Psychiatry and Psychotherapy, Charité - Universitätsmedizin Berlin, St. Hedwig Hospital, Große Hamburger Str. 5-11, 10115 Berlin, Germany.

Individuals with chronic pain often show a distorted body image. Various studies demonstrated that improvements in body image go along with symptom improvement in chronic pain. This renders distorted body images a promising target for feedback intervention programs. Read More

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http://dx.doi.org/10.1016/j.neubiorev.2016.08.009DOI Listing
October 2016
13 Reads