Ask your doctor /therapist which one is better for your rehab,
These two
http://www.ncbi.nlm.nih.gov/pubmed/23172403
or
1.
the xBox Kinect
2.
Limbs Alive
3.
KineLabs making egg tart, cleaning the window panes of a tram, and even killing cockroaches
4.
Rejoyce Workstation
5.
Spatial Augmented Reality system
6.
Augmented Reflection Technology
7.
interactive game
8.
REO Therapy and an Auditory Sensor Feedback
9.
Haptic-Rehab
10.
a virtual system that incorporates music with visuals
11.
Nintendo Wii Fit Plus
12.
Neurorehabilitation Training Toolkit (NTT)
13.
distributed Virtual Reality
14.
3D immersive videogame
15.
Open-source version of Curictus VRS commercial stroke rehabilitation product
Your doctor should know about every one of these.
Abstract
BACKGROUND:Virtual reality (VR)
is an emerging trend in stroke rehabilitation. VR gaming consoles in
stroke intervention have been shown to increase motivation and enjoyment
during exercise. The amount and intensity of movements elicited using
these consoles are unknown. Aims. The aims of this study were: 1) to
quantify the amount and intensity of movement elicited from both hands
of two groups of individuals ([chronic stroke and without a disability
[healthy]); 2) to determine the effect of console (Wii/EyeToy) and group
(stroke/healthy) on the amount and intensity of upper extremity
movement; 3) to determine the effect of console (Wii/EyeToy) and group
(stroke/healthy) on the usability and VR experience. DESIGN:A
cross-sectional design was taken.
SETTING:
Outpatient rehabilitation setting and healthy participant's homes.
POPULATION:
Participants
included ten adults with stroke and ten adults without a disability.
Methods. Participants experienced two games from each console. Amount
and intensity of movement was measured using accelerometers on both
wrists, while the virtual experience and usability was determined with
questionnaires.
RESULTS:
No significant differences were
found between the consoles usability and experience. EyeToy elicited
significantly greater activity count than Wii among the healthy
participants (P=0.028) and significantly greater movement intensity in
both the stroke (P=0.005) and healthy (P=0.005) groups.
CONCLUSION:
Both
consoles rated high for usability, enjoyment and satisfaction
highlighting their suitability for a range of individuals in stroke
rehabilitation. EyeToy provides increased movement and movement
intensity.
CLINICAL REHABILITATION IMPACT:
Both consoles
are suitable for use in stroke rehabilitation however this information
can be helpful to clinicians while selecting a gaming console according
to the type and intensity of movements that he/she aims to encourage
during therapy.
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